Storage medium, method, and information processing apparatus

ABSTRACT

In a first part, a video in a virtual space where a plurality of types of objects including a character object which moves is arranged is displayed based on first data common among a plurality of computers. In a second part, a video including the character object is displayed based on second data. The second data is data including information for causing the character object to speak for a speech which is transmitted from outside to any one or more computers including a first computer used by a first user, and whose content of the speech is different from that of data transmitted to a second computer used by a second user. A specific object displayed in the first part has a variable display manner. A display manner of the specific object displayed in the second part is a display manner which is varied in the first part.

The contents of the following patent applications are incorporatedherein by reference:

-   NO. 2021-048436 filed in JP on Mar. 23, 2021, and-   NO. PCT/JP2022/008305 filed in WO on Feb. 28, 2022.

BACKGROUND 1. Technical Field

The present disclosure relates to a storage medium, a method, and aninformation processing apparatus.

2. Related Art

Non-Patent Document 1 discloses a technology for causing a viewer toparticipate in a live stream distributed by a character.

LIST OF CITED REFERENCE Non-Patent Document

-   Non-Patent Document 1: GF, “What is the secret of cuteness of    attention-grabbing virtual good-looking girl ‘Shinonome Megu’?”,    [online], Mar. 6, 2018, MoguLive, [searched on Feb. 19, 2019], the    Internet <https://www.moguravr.com/shinonome-megu/>

A technology in related art has a room to be able to encouragecontinuous participation in content by a viewer.

The present invention has been devised in view of the above describedcircumstances, and aims to provide a program, a method, and aninformation processing apparatus with which continuous engagement intocontent by a user can be encouraged.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example of a system overview in accordance with anembodiment.

FIG. 2 is a block diagram illustrating an example of a hardwareconfiguration of a user terminal in accordance with an embodiment.

FIG. 3 is a block diagram illustrating an example of a hardwareconfiguration of a server in accordance with an embodiment.

FIG. 4 is a block diagram illustrating an example of a hardwareconfiguration of a game play terminal in accordance with an embodiment.

FIG. 5 is a block diagram illustrating an example of a hardwareconfiguration of a distribution terminal in accordance with anembodiment.

FIG. 6 is a block diagram illustrating an example of a functionalconfiguration of the user terminal, the server, and an HMD set inaccordance with an embodiment.

FIG. 7 is a block diagram illustrating an example of a functionalconfiguration of the distribution terminal in accordance with anembodiment.

FIG. 8 is a flowchart representing part of processing executed in theuser terminal and the game play terminal in accordance with anembodiment.

FIG. 9 illustrates an example of a virtual space provided to a playerand a field of view image visually recognized by the player inaccordance with an embodiment.

FIG. 10 illustrates an example of a virtual space provided to a user ofthe user terminal and a field of view image visually recognized by theuser in accordance with an embodiment.

FIG. 11 illustrates another example of the field of view image visuallyrecognized by the user of the user terminal.

FIG. 12 illustrates still another example of the field of view imagevisually recognized by the user of the user terminal.

FIG. 13 is a flowchart representing part of the processing executed bythe game play terminal in accordance with an embodiment.

FIG. 14 is a flowchart representing part of the processing executed bythe user terminal in accordance with an embodiment.

FIG. 15 is a flowchart representing part of processing executed by theserver in accordance with an embodiment.

FIG. 16 illustrates a specific example of a list of users who haveparticipated in a game in accordance with an embodiment.

FIG. 17 is a flowchart representing part of processing executed by thedistribution terminal in accordance with an embodiment.

FIG. 18 illustrates a specific example of a screen displayed on thedistribution terminal in accordance with an embodiment.

FIG. 19 illustrates another specific example of the screen displayed onthe distribution terminal in accordance with an embodiment.

FIG. 20 illustrates a specific example of a sound input by the player inaccordance with an embodiment.

FIG. 21 illustrates still another specific example of the screendisplayed on the distribution terminal and an overview of a distributionof movement instruction data in accordance with an embodiment.

FIG. 22 illustrates another specific example of the sound input by theplayer in accordance with an embodiment.

FIG. 23 illustrates still another specific example of the screendisplayed on the distribution terminal and the overview of thedistribution of the movement instruction data in accordance with anembodiment.

FIG. 24 illustrates an overview of transmission of game progressinformation from the game play terminal to the user terminal inaccordance with an embodiment.

FIG. 25 is a flowchart representing part of the processing executed inthe user terminal in accordance with an embodiment.

FIG. 26 illustrates a specific example of moving picture playback.

FIG. 27 illustrates another specific example of the moving pictureplayback.

FIG. 28 illustrates a display example of a screen displayed on the userterminal during a live stream part.

FIG. 29 illustrates a display example of a recording screen during arecording part.

FIG. 30 illustrates a display example of a display screen during aplayback part.

FIG. 31 illustrates a display example of the display screen during theplayback part for playing an individual message with privilege.

FIG. 32 is a flowchart representing an example of a flow of processingafter an end of the live stream part through the recording part untilthe playback part is performed.

DESCRIPTION OF EXEMPLARY EMBODIMENTS

A system according to the present disclosure is a system configured toprovide a game to a plurality of users. Hereinafter, the system will bedescribed with reference to the drawings. Note that the presentinvention is not limited to these exemplifications, and all alterationsaccording to the claims which have equivalent meanings and are within ascope of the claims are intended to be included in the presentinvention. In the following description, a same reference sign isassigned to a same element in the description of the drawings, and aduplicated description will not be repeated.

Operation Overview of System 1

FIG. 1 illustrates an overview of a system 1 according to the presentembodiment. The system 1 includes a plurality of user terminals 100(computers), a server 200, a game play terminal 300 (an external device,a second external device), and a distribution terminal 400 (outside, afirst external device). Note that in FIG. 1 , user terminals 100A to100C, in other words, three user terminals 100 are described as anexample of the plurality of user terminals 100, but the number of userterminals 100 is not limited to the illustrated example. In addition,according to the present embodiment, when it is not required todistinguish the user terminals 100A to 100C, the user terminals 100A to100C are referred to as a “user terminal 100” or “user terminals 100”.The user terminals 100, the game play terminal 300, and the distributionterminal 400 are connected via the server 200 and a network 2. Thenetwork 2 is configured by the Internet and various mobile communicationsystems and the like constituted by radio base stations which are notillustrated in the drawing. Examples of this mobile communication systeminclude, for example, so-called 3G and 4G mobile communication systems,Long Term Evolution (LTE), a wireless network connectable to theInternet by a predetermined access point (for example, Wi-Fi (registeredtrademark)), and the like.

Game Overview

According to the present embodiment, as an example of a game provided bythe system 1 (hereinafter, the present game), a game mainly played by auser of the game play terminal 300 will be described. Hereinafter, theuser of the game play terminal 300 will be referred to as a “player”. Asan example, by operating a character appearing in the present game, theplayer (performer) makes progress in the game. In addition, in thepresent game, a user of the user terminal 100 is responsible to assistthe progress in the game by the player. A detail of the present gamewill be described below. Note that it suffices when the game provided bythe system 1 is a game in which a plurality of users participates, andthe game is not limited to this example.

Game Play Terminal 300

The game play terminal 300 makes progress in the game according to aninput operation by the player. In addition, the game play terminal 300sequentially distributes information generated by game play of theplayer (hereinafter, game progress information) to the server 200 inreal time.

Server 200

The server 200 transmits, to the user terminal 100, the game progressinformation received in real time from the game play terminal 300. Inaddition, the server 200 mediates transmission and reception of varioustypes of information among the user terminal 100, the game play terminal300, and the distribution terminal 400.

Distribution Terminal 400

The distribution terminal 400 generates movement instruction dataaccording to an input operation by a user of the distribution terminal400, and distributes the movement instruction data to the user terminal100 via the server 200. The movement instruction data is data forplaying a moving picture in the user terminal 100, and is specificallydata for moving a character appearing in the moving picture.

According to the present embodiment, as an example, the user of thedistribution terminal 400 is a player of the present game. In addition,as an example, the moving picture to be played based on the movementinstruction data in the user terminal 100 is a moving picture in whichthe character operated by the player in the game carries out a movement.The “movement” refers to moving at least part of a body of thecharacter, and also includes a speech. Thus, the movement instructiondata according to the present embodiment includes, for example, audiodata for causing the character to speak, and motion data for moving thebody of the character.

The movement instruction data is transmitted to the user terminal 100after an end of the present game as an example. A detail of movementinstruction data and a moving picture to be played based on the movementinstruction data will be described below.

User Terminal 100

The user terminal 100 receives the game progress information in realtime, and generates and displays a game screen by using the information.In other words, the user terminal 100 plays the game screen of the gameplayed by the player by real-time rendering. With this configuration, atalmost a same timing as that for the player, the user of the userterminal 100 can visually recognize the game screen that is the same asthe game screen visually recognized by the player who is playing thegame.

In addition, the user terminal 100 generates information for assistingthe progress of the game by the player according to an input operationby the user, and transmits the information to the game play terminal 300via the server 200. A detail of the information will be described below.

In addition, the user terminal 100 receives movement instruction datafrom the distribution terminal 400, and generates and plays a movingpicture (video) by using the movement instruction data. In other words,the user terminal 100 renders and plays the movement instruction data.

Hardware Configuration of System 1

FIG. 2 illustrates a hardware configuration of the user terminal 100.FIG. 3 illustrates a hardware configuration of the server 200. FIG. 4illustrates a hardware configuration of the game play terminal 300. FIG.5 illustrates a hardware configuration of the distribution terminal 400.

User Terminal 100

Although the present embodiment describes an example in which the userterminal 100 is realized as a smartphone as an example, the userterminal 100 is not limited to the smartphone. For example, the userterminal 100 may be realized as a feature phone, a tablet computer, alaptop computer (so-called notebook computer), a desktop computer, orthe like. In addition, the user terminal 100 may be a gaming deviceappropriate to the game play.

As illustrated in FIG. 2 , the user terminal 100 includes a processor10, a memory 11, a storage 12, a communication interface (IF) 13, aninput and output IF 14, a touch screen 15 (display unit), a camera 17,and a ranging sensor 18. These components included in the user terminal100 are electrically connected to each other by a communication bus.Note that the user terminal 100 may include, instead of or in additionto the touch screen 15, the input and output IF 14 to which a display(display unit), which is separately configured from a main body of theuser terminal 100, is connectable.

In addition, as illustrated in FIG. 2 , the user terminal 100 may beconfigured to be able to communicate with one or more controllers 1020.The controller 1020 establishes communication with the user terminal 100according to a communication standard such as, for example, Bluetooth(registered trademark). The controller 1020 may have one or more buttonsor the like, and transmit an output value based on an input operation bya user on the button or the like to the user terminal 100. In addition,the controller 1020 may have various sensors such as an accelerationsensor and an angular rate sensor, and transmit output values of thevarious sensors to the user terminal 100.

Note that the controller 1020 may have the camera 17 and the rangingsensor 18 instead of or in addition to a configuration where the userterminal 100 includes the camera 17 and the ranging sensor 18.

For example, at the time of start of the game, the user terminal 100desirably causes a user who uses the controller 1020 to input useridentification information such as a name or a login ID of the user viathe controller 1020. With this configuration, it becomes possible forthe user terminal 100 to link the controller 1020 with the user, and theuser terminal 100 can identify, based on a transmission source(controller 1020) of the received output value, from which user theoutput value has been output.

When the user terminal 100 communicates with a plurality of controllers1020, since each user grips each of the controllers 1020, multi-play canbe realized by the single user terminal 100 without communicating withanother device such as the server 200 via the network 2. In addition,the multi-play can be locally realized by a plurality of user terminals100 when each of the user terminals 100 performs communicationconnection with each other (communication connection withoutintermediation of the server 200) in accordance with a wireless standardsuch as a wireless local area network (LAN) standard. When the abovedescribed multi-play is locally realized by the single user terminal100, the user terminal 100 may further include at least some of variousfunctions described below which are included in the server 200. On theother hand, when the above described multi-play is locally realized bythe plurality of user terminals 100, the plurality of user terminals 100may include various functions included in the server 200 described belowin a distributed manner which are.

Note that even when the above described multi-play is locally realized,the user terminal 100 may communicate with the server 200. For example,information indicating a play result such as a score or victory ordefeat in a certain game may be transmitted to the server 200 inassociation with the user identification information.

In addition, the controller 1020 may be arranged to be detachablyattached to the user terminal 100. In this case, at least any face in ahousing of the user terminal 100 may be provided with a coupling sectionfor the controller 1020. When the user terminal 100 is coupled to thecontroller 1020 via the coupling section by wire, the user terminal 100and the controller 1020 transmit and receive a signal via the wire.

As illustrated in FIG. 2 , the user terminal 100 may accept mounting ofan external storage medium 1030 such as a memory card via the input andoutput IF 14. With this configuration, the user terminal 100 can read aprogram and data which are to be recorded in the storage medium 1030.The program to be recorded on the storage medium 1030 is, for example, agame program.

The user terminal 100 may store a game program acquired by communicatingwith an external device such as the server 200 in the memory 11 of theuser terminal 100, or may store a game program acquired by reading thegame program from the storage medium 1030 in the memory 11.

As described above, the user terminal 100 includes the communication IF13, the input and output IF 14, the touch screen 15, the camera 17, andthe ranging sensor 18 as an example of a mechanism which inputsinformation to the user terminal 100. Each of the units described aboveas the input mechanism can be regarded as an operation unit configuredto accept the input operation by the user.

For example, when an operation unit is configured by at least either oneof the camera 17 and the ranging sensor 18, the operation unit detectsan object 1010 in the vicinity of the user terminal 100, and identifiesan input operation from a detection result of the object. As an example,a hand of the user, a marker of a predetermined shape, or the like isdetected as the object 1010, and the input operation is identified basedon a color, a shape, a motion, a type, or the like of the object 1010which is acquired as the detection result. More specifically, when ahand of the user is detected from a captured image of the camera 17, theuser terminal 100 identifies and accepts a gesture (a series of motionsof the hand of the user) detected based on the captured image as theinput operation by the user. Note that the captured image may be a stillimage or a moving picture.

Alternatively, when the operation unit is configured by the touch screen15, the user terminal 100 identifies and accepts an operationimplemented on an input unit 151 of the touch screen 15 by the user asthe input operation by the user. Alternatively, when the operation unitis configured by the communication IF 13, the user terminal 100identifies and accepts a signal (for example, an output value)transmitted from the controller 1020 as the input operation by the user.Alternatively, when the operation unit is configured by the input andoutput IF 14, the user terminal 100 identifies and accepts a signal thatis output from an input device (not illustrated in the drawing) which isdifferent from the controller 1020 connected to the input and output IF14 as the input operation by the user.

Server 200

The server 200 may be, as an example, a workstation or a general purposecomputer such as a personal computer. The server 200 includes aprocessor 20, a memory 21, a storage 22, a communication interface (IF)23, and an input and output IF 24. These components included in theserver 200 are electrically connected to each other by a communicationbus.

Game Play Terminal 300

The game play terminal 300 may be, as an example, a general purposecomputer such as a personal computer. The game play terminal 300includes a processor 30, a memory 31, a storage 32, a communication IF33, and an input and output IF 34. These components included in the gameplay terminal 300 are electrically connected to each other by acommunication bus.

As illustrated in FIG. 4 , the game play terminal 300 according to thepresent embodiment is included in a head mounted display (HMD) set 1000as an example. That is, it can be stated that the HMD set 1000 isincluded in the system 1, and it can also be stated that the playerplays a game by using the HMD set 1000. Note that a device for theplayer to play the game is not limited to the HMD set 1000. As anexample, the device may be any device which can allow the player to havea virtual experience of the game. In addition, the device may berealized as a smartphone, a feature phone, a tablet computer, a laptopcomputer (so-called notebook computer), a desktop computer, or the like.In addition, the device may be a gaming device appropriate to the gameplay.

The HMD set 1000 includes, in addition to the game play terminal 300, anHMD 500, an HMD sensor 510, a motion sensor 520, a display 530, and acontroller 540. The HMD 500 includes a monitor 51, a gaze sensor 52, afirst camera 53, a second camera 54, a microphone 55, and a speaker 56.The controller 540 may include the motion sensor 520.

The HMD 500 may be mounted to the head portion of the player, andprovide a virtual space to the player during an operation. Morespecifically, the HMD 500 displays each of an image for a right eye andan image for a left eye on the monitor 51. When each of the eyes of theplayer visually recognizes the respective images, the player mayrecognize the images as a three-dimensional image based on a binoculardisparity. The HMD 500 may include any of a so-called head mounteddisplay including a monitor, and head mounted equipment to which aterminal having a smartphone or other monitors can be mounted.

The monitor 51 is realized as a non-transmissive display device, forexample. In an aspect, the monitor 51 is arranged in a body of the HMD500 so as to be positioned in front of the eyes of the player.Accordingly, when the player visually recognizes the three-dimensionalimage displayed on the monitor 51, the player can be immersed in thevirtual space. In an aspect, the virtual space includes, for example, abackground, an object that can be operated by the player, and an imageof a menu selectable by the player. In an aspect, the monitor 51 may berealized as a liquid crystal monitor or an organic electro luminescence(EL) monitor which is included in a so-called smartphone or otherinformation display terminals.

In another aspect, the monitor 51 may be realized as a transmissivedisplay device. In this case, the HMD 500 may be of an open type such asa spectacle type instead of a closed type in which the eyes of theplayer are covered as illustrated in FIG. 1 . The transmissive monitor51 may be configurable as a temporarily non-transmissive display deviceby adjusting transmittance of the monitor. The monitor 51 may include aconfiguration in which part of an image configuring the virtual spaceand a reality space are simultaneously displayed. For example, themonitor 51 may display an image of a reality space captured by a cameramounted to the HMD 500, or may set partial transmittance to be high suchthat the reality space is visible.

In an aspect, the monitor 51 may include a sub monitor which displays animage for the right eye and a sub monitor which displays an image forthe left eye. In another aspect, the monitor 51 may be configured todisplay the image for the right eye and the image for the left eye in anintegrated manner. In this case, the monitor 51 includes a high speedshutter. The high speed shutter actuates to allow alternate display ofthe image for the right eye and the image for the left eye such that theimage is recognized by only either one of the eyes.

In an aspect, the HMD 500 includes a plurality of light sources which isnot illustrated in the drawing. Each of the light sources is realized,for example, by a light emitting diode (LED) which emits infrared rays.The HMD sensor 510 has a position tracking function with which a motionof the HMD 500 is detected. More specifically, the HMD sensor 510 readsa plurality of infrared rays emitted by the HMD 500, and detects aposition and an inclination of the HMD 500 in the reality space.

In another aspect, the HMD sensor 510 may be realized by a camera. Inthis case, the HMD sensor 510 can detect the position and theinclination of the HMD 500 by executing image analysis processing byusing image information of the HMD 500 which is output from the camera.

In another aspect, the HMD 500 may include, as a position detector, asensor (not illustrated) instead of the HMD sensor 510 or in addition tothe HMD sensor 510. The HMD 500 may detect a position and an inclinationof the HMD 500 itself by using the sensor. For example, when the sensoris an angular rate sensor, a geomagnetic sensor, or an accelerationsensor, the HMD 500 may detect the position and the inclination ofitself by using any of each of these sensors instead of the HMD sensor510. As an example, when the sensor included in the HMD 500 is anangular rate sensor, the angular rate sensor detects angular rates aboutthree axes of the HMD 500 in the reality space over time. The HMD 500calculates temporal variations of angles about the three axes of the HMD500 based on each angular rate, and further calculates the inclinationof the HMD 500 based on the temporal variations of the angles.

The gaze sensor 52 detects a direction in which a line of sight of theright eye and left eye of the player is facing. That is, the gaze sensor52 detects the line of sight of the player. A detection of the directionof line of sight is realized, for example, by a well known eye trackingfunction. The gaze sensor 52 is realized by a sensor having an eyetracking function. In an aspect, the gaze sensor 52 preferably includesa sensor for the right eye and a sensor for the left eye. The gazesensor 52 may be a sensor which illuminates, for example, the right eyeand the left eye of the player with infrared light, and also receivesreflected light from a cornea and an iris for illumination light todetect a rotation angle of each eyeball. The gaze sensor 52 can sensethe line of sight of the player based on each rotation angle detected.

The first camera 53 captures a lower part of a face of the player. Morespecifically, the first camera 53 captures a nose, a mouth, and the likeof the player. The second camera 54 captures the eyes, eyebrows, and thelike of the player. A housing on a side of the player of the HMD 500 isdefined as an inside of the HMD 500, and a housing on a side opposite tothe player of the HMD 500 is defined as an outside of the HMD 500. In anaspect, the first camera 53 may be arranged on the outside of the HMD500, and the second camera 54 may be arranged on the inside of the HMD500. Images generated by the first camera 53 and the second camera 54are input to the game play terminal 300. In another aspect, the firstcamera 53 and the second camera 54 may be realized as a single camera,and the face of the player may be captured by this single camera.

The microphone 55 converts a speech of the player into an audio signal(electric signal) to be output to the game play terminal 300. Thespeaker 56 converts the audio signal into a sound to be output to theplayer. In another aspect, the HMD 500 may include an earphone insteadof the speaker 56.

The controller 540 is connected to the game play terminal 300 in a wiredor wireless manner. The controller 540 accepts an input of a command tothe game play terminal 300 from the player. In an aspect, the controller540 is configured to be able to be gripped by the player. In anotheraspect, the controller 540 is configured to be able to be mounted topart of the body or costume of the player. In still another aspect, thecontroller 540 may be configured to output at least any of vibration,sound, or light based on a signal transmitted from the game playterminal 300. In still another aspect, the controller 540 accepts anoperation for controlling a position or a motion of an object arrangedin the virtual space from the player.

In an aspect, the controller 540 includes a plurality of light sources.Each of the light sources is realized, for example, by an LED whichemits infrared rays. The HMD sensor 510 has a position trackingfunction. In this case, the HMD sensor 510 reads a plurality of infraredrays emitted by the controller 540, and detects a position and aninclination of the controller 540 in the reality space. In anotheraspect, the HMD sensor 510 may be realized by a camera. In this case,the HMD sensor 510 can detect a position and an inclination of thecontroller 540 by executing image analysis processing by using imageinformation of the controller 540 which is output from the camera.

In an aspect, the motion sensor 520 is attached to a hand of the player,and detects a motion of the hand of the player. For example, the motionsensor 520 detects a rotation speed of the hand, the number ofrotations, or the like. A detected signal is transmitted to the gameplay terminal 300. The motion sensor 520 is provided, for example, inthe controller 540. In an aspect, the motion sensor 520 is provided, forexample, in the controller 540 configured to be able to be gripped bythe player. In another aspect, for safety in the reality space, thecontroller 540 is mounted to an object that is not easily slipped off bybeing worn on the hand of the player as in a glove type controller. Instill another aspect, a sensor that is not mounted to the player maydetect a motion of the hand of the player. For example, a signal of thecamera capturing the player may be input to the game play terminal 300as a signal representing a movement of the player. As an example, themotion sensor 520 and the game play terminal 300 are wirelesslyconnected to each other. In a case of wireless connection, acommunication mode is not limited in particular, and for example,Bluetooth or other well known communication approaches are used.

The display 530 displays an image similar to an image displayed on themonitor 51. With this configuration, it is possible to allow users otherthan the player wearing the HMD 500 to view an image similar to that ofthe player. The image to be displayed on the display 530 does notnecessarily need to be a three-dimensional image, and may be an imagefor the right eye or an image for the left eye. Examples of the display530 include, for example, a liquid crystal display, an organic ELmonitor, and the like.

The game play terminal 300 causes a character that is set as a target ofan operation by the player to carry out a movement based on varioustypes of information acquired from each unit of the HMD 500, thecontroller 540, and the motion sensor 520 to make progress in the game.The “movement” herein includes moving each portion of the body, changingan attitude, changing an expression of the face, changing its position,speaking, touching or moving an object arranged in the virtual space,using a weapon, instrument, or the like gripped by the character, or thelike. That is, in the present game, when the player moves each portionof the body, the character also moves each portion of the body similarlyas in the player. In addition, in the present game, the character speakscontent spoken by the player. In other words, in the present game, thecharacter is an avatar object behaving as an alter ego of the player. Asan example, at least part of the movement of the character may beexecuted by an input to the controller 540 by the player.

According to the present embodiment, as an example, the motion sensors520 are attached to both hands of the player, both legs of the player, awaist portion of the player, and the head portion of the player. Themotion sensors 520 attached to both hands of the player may be providedto the controller 540 as above described. In addition, the motionsensors 520 attached to the head portion of the player may be providedto the HMD 500. The motion sensors 520 may be further attached to bothelbows and both knees of the user. By increasing the number of motionsensors 520 attached to the player, the motion of the player can be moreaccurately reflected on the character. In addition, instead of themotion sensor 520 attached to each portion of the body, the player maywear a suit to which one or more motion sensors 520 are attached. Thatis, a method for motion capture is not limited to an example in whichthe motion sensor 520 is used.

Distribution Terminal 400

The distribution terminal 400 may be a mobile terminal such as asmartphone, personal digital assistant (PDA) (registered trademark), ora tablet computer. In addition, the distribution terminal 400 may be aso-called stationary terminal such as a desktop personal computer.

As illustrated in FIG. 5 , the distribution terminal 400 includes aprocessor 40, a memory 41, a storage 42, a communication IF 43, an inputand output IF 44, and a touch screen 45. Note that the distributionterminal 400 may include, instead of or in addition to the touch screen45, the input and output IF 44 to which a display (display unit), whichis separately configured from a main body of the distribution terminal400, is connectable.

A controller 1021 may have a physical input mechanism such as one ormore buttons, a lever, a stick, or a wheel. The controller 1021transmits, to the distribution terminal 400, an output value based on aninput operation input to the input mechanism by a handler of thedistribution terminal 400 (according to the present embodiment, theplayer). In addition, the controller 1021 may have various sensors suchas an acceleration sensor and an angular rate sensor, and may transmitoutput values of the various sensors to the distribution terminal 400.The above described output value is accepted by the distributionterminal 400 via the communication IF 43.

The distribution terminal 400 may include a camera and a ranging sensor(both of which are not illustrated in the drawing). Instead of or inaddition to the camera and the ranging sensor included in thedistribution terminal 400, the controller 1021 may have a camera and aranging sensor.

As described above, the distribution terminal 400 includes, as anexample of the mechanism which inputs information to the distributionterminal 400, the communication IF 43, the input and output IF 44, andthe touch screen 45. Each of the units described above as the inputmechanism can be regarded as an operation unit configured to accept theinput operation by the user.

When the operation unit is configured by the touch screen 45, thedistribution terminal 400 identifies and accepts an operationimplemented on an input unit 451 of the touch screen 45 by the user asthe input operation by the user. Alternatively, when the operation unitis configured by the communication IF 43, the distribution terminal 400identifies and accepts a signal (for example, an output value)transmitted from the controller 1021 as the input operation by the user.Alternatively, when the operation unit is configured by the input andoutput IF 44, the distribution terminal 400 identifies and accepts asignal that is output from an input device (not illustrated) connectedto the input and output IF 44 as the input operation by the user.

Hardware Component of Each Device

The processors 10, 20, 30, and 40 respectively control overalloperations of the user terminal 100, the server 200, the game playterminal 300, and the distribution terminal 400. The processors 10, 20,30, and 40 include a central processing unit (CPU), a micro processingunit (MPU), and a graphics processing unit (GPU). The processors 10, 20,30, and 40 respectively read programs from the storages 12, 22, 32, and42 which will be described below. Then, the processors 10, 20, 30, and40 respectively deploy the read programs onto the memories 11, 21, 31,and 41 which will be described below. The processors 10, 20, and 30execute the deployed programs.

The memories 11, 21, 31, and 41 are main storage devices. The memories11, 21, 31, and 41 are configured by storage devices such as read onlymemories (ROMs) and random access memories (RAMs). The memory 11temporarily stores the programs and various types of data which are readfrom the storage 12 described below by the processor 10 to provide aworking area to the processor 10. The memory 11 also temporarily storesvarious types of data generated while the processor 10 operatesaccording to the programs. The memory 21 temporarily stores the variousprograms and data which are read from the storage 22 described below bythe processor 20 to provide a working area to the processor 20. Thememory 21 also temporarily stores various types of data generated whilethe processor 20 operates according to the programs. The memory 31temporarily stores the various programs and data which are read from thestorage 32 described below by the processor 30 to provide a working areato the processor 30. The memory 31 also temporarily stores various typesof data generated while the processor 30 operates according to theprograms. The memory 41 temporarily stores the programs and varioustypes of data which are read from the storage 42 described below by theprocessor 40 to provide a working area to the processor 40. The memory41 also temporarily stores various types of data generated while theprocessor 40 operates according to the programs.

In the present embodiment, programs to be executed by the processors 10and 30 may be game programs of the present game. In the presentembodiment, a program to be executed by the processor 40 may be adistribution program for realizing distribution of the movementinstruction data. In addition, the processor 10 may further execute aviewing program for realizing playback of a moving picture.

In the present embodiment, a program to be executed by the processor 20may be at least any of the game program, the distribution program, orthe viewing program described above. The processor 20 executes at leastany of the game program, the distribution program, or the viewingprogram according to a request or the like from at least any of the userterminal 100, the game play terminal 300, or the distribution terminal400. Note that the distribution program and the viewing program may beexecuted in parallel.

That is, the game program may be a program in which a game is realizedthrough cooperation of the user terminal 100, the server 200, and thegame play terminal 300. The distribution program may be a program inwhich the distribution of the movement instruction data is realizedthrough cooperation of the server 200 and the distribution terminal 400.The viewing program may be a program in which the playback of the movingpicture is realized through cooperation of the user terminal 100 and theserver 200.

The storages 12, 22, 32, and 42 are auxiliary storage devices. Thestorages 12, 22, 32, and 42 are configured by storage devices such asflash memories or hard disk drives (HDDs). The storages 12 and 32 store,for example, various types of data related to the game. The storage 42stores various types of data related to the distribution of the movementinstruction data. In addition, the storage 12 stores various types ofdata related to the playback of the moving picture. The storage 22 maystore at least some of various types of data related to each of thegame, the distribution of the movement instruction data, and theplayback of the moving picture.

The communication IFs 13, 23, 33, and 43 respectively controltransmission and reception of various types of data in the user terminal100, the server 200, the game play terminal 300, and the distributionterminal 400. The communication IFs 13, 23, 33, and 43 controlcommunication using, for example, communication via a wireless localarea network (LAN), Internet communication via a wired LAN, a wirelessLAN, or

a mobile phone network, a near field communication, and the like.

The input and output IFs 14, 24, 34, and 44 are respectively interfacesfor the user terminal 100, the server 200, the game play terminal 300,and the distribution terminal 400 to accept an input of data and also tooutput data. The input and output IFs 14, 24, 34, and 44 may performinput and output of the data via a universal serial bus (USB) or thelike. The input and output IFs 14, 24, 34, and 44 may include a physicalbutton, a camera, a microphone, a speaker, a mouse, a keyboard, adisplay, a stick, a lever, or the like. In addition, the input andoutput IFs 14, 24, 34, and 44 may include a connection unit whichperforms transmission and reception of data with peripheral equipment.

The touch screen 15 is an electronic component obtained through acombination of the input unit 151 and a display unit 152 (display). Thetouch screen 45 is an electronic component obtained through acombination of an input unit 451 and a display unit 452. The input units151 and 451 are touch sensitive devices as an example, and areconfigured by touch pads, for example. The display units 152 and 452 areconfigured by a liquid crystal display, an organic electro luminescence(EL) display, or the like, for example.

The input units 151 and 451 include a function of sensing a position atwhich an operation on an input face by a user (mainly, a physicalcontact operation such as a touch operation, a sliding operation, aswipe operation, a pinching-in/pinching-out operation, and a tapoperation) is input, and of transmitting information indicating theposition as an input signal. It suffices when the input units 151 and451 include a touch sensing unit which is not illustrated in thedrawing. The touch sensing unit adopting any system such as anelectrostatic capacitance system or a resistive film system may be used.

Although not illustrated in the drawing, the user terminal 100 and thedistribution terminal 400 may respectively include one or more sensorswhich identify hold postures of the user terminal 100 and thedistribution terminal 400. This sensor may be, for example, anacceleration sensor, an angular rate sensor, or the like.

When the user terminal 100 and the distribution terminal 400 includesensors, the processors 10 and 40 can respectively identify holdpostures of the user terminal 100 and the distribution terminal 400 fromoutputs of the sensors, and perform processing in accordance with thehold postures. For example, when the user terminal 100 and thedistribution terminal 400 are vertically held, the processors 10 and 40may cause the display units 152 and 452 to perform portrait screendisplay to respectively display vertically long images. On the otherhand, when the user terminal 100 and the distribution terminal 400 arehorizontally held, the processors 10 and 40 may cause the display unitsto perform landscape screen display to respectively display horizontallylong images. In this manner, the processors 10 and 40 may berespectively able to switch the portrait screen display and thelandscape screen display according to the hold postures of the userterminal 100 and the distribution terminal 400.

Functional Configuration of System 1

FIG. 6 is a block diagram illustrating a functional configuration of theuser terminal 100, the server 200, and the HMD set 1000 included in thesystem 1. FIG. 7 is a block diagram illustrating a functionalconfiguration of the distribution terminal 400 illustrated in FIG. 6 .The user terminal 100 has a function as an input device which accepts aninput operation by a user, and a function as an output device whichoutputs an image and a sound of a game. The user terminal 100 functionsas a control unit 110 and a storage unit 120 through a cooperation ofthe processor 10, the memory 11, the storage 12, the communication IF13, the input and output IF 14, the touch screen 15, and the like.

The server 200 has a function of mediating transmission and reception ofvarious types of information among the user terminal 100, the HMD set1000, and the distribution terminal 400. The server 200 functions as acontrol unit 210 and a storage unit 220 through a cooperation of theprocessor 20, the memory 21, the storage 22, the communication IF 23,the input and output IF 24, and the like.

The HMD set 1000 (game play terminal 300) has a function as an inputdevice which accepts an input operation by the player, a function as anoutput device which outputs an image and a sound of a game, and afunction of transmitting the game progress information in real time tothe user terminal 100 via the server 200. The HMD set 1000 functions asa control unit 310 and a storage unit 320 through a cooperation of theprocessor 30, the memory 31, the storage 32, the communication IF 33,and the input and output IF 34 of the game play terminal 300, and theHMD 500, the HMD sensor 510, the motion sensor 520, the controller 540,and the like.

The distribution terminal 400 has a function of generating movementinstruction data and transmitting the movement instruction data to theuser terminal 100 via the server 200. The distribution terminal 400functions as a control unit 410 and a storage unit 420 through acooperation of the processor 40, the memory 41, the storage 42, thecommunication IF 43, the input and output IF 44, the touch screen 45,and the like.

Data Stored by Storage Unit of Each Device

The storage unit 120 stores a game program 131 (program), gameinformation 132, and user information 133. The storage unit 220 stores agame program 231, game information 232, user information 233, and a userlist 234. The storage unit 320 stores a game program 331, gameinformation 332, and user information 333. The storage unit 420 stores auser list 421, a motion list 422, and a distribution program 423 (aprogram, a second program).

The game programs 131, 231, and 331 are respectively game programsexecuted by the user terminal 100, the server 200, and the HMD set 1000.The present game is realized when each device operates in cooperationbased on the game programs 131, 231, and 331. Note that a configurationmay be adopted where the game programs 131 and 331 are stored in thestorage unit 220 to be respectively downloaded to the user terminals 100and the HMD set 1000. Note that according to the present embodiment, theuser terminal 100 renders data received from the distribution terminal400 to play a moving picture based on the game program 131. In otherwords, the game program 131 is also a program for playing the movingpicture by using moving picture direction data distributed from thedistribution terminal 400. The program for playing the moving picturemay be different from the game program 131. In this case, the storageunit 120 stores the program for playing the moving picture separatelyfrom the game program 131.

The pieces of game information 132, 232, and 332 are respectively datato be referred to when the user terminal 100, the server 200, and theHMD set 1000 execute the game program. The pieces of user information133, 233, and 333 are data related to an account of the user of the userterminal 100. The game information 232 is the game information 132 ofeach of the user terminals 100, and the game information 332 of the HMDset 1000. The user information 233 is user information of the playerwhich is included in the user information 133 of each of the userterminals 100 and the user information 333. The user information 333 isthe user information 133 of each of the user terminals 100, and the userinformation of the player.

The user list 234 and the user list 421 are lists of users who haveparticipated in the game. The user list 234 and the user list 421 mayinclude, in addition to a list of users who have participated in a mostrecent game play by the player, a list of users who have participated ineach game play before the most recent game play. The motion list 422 isa list of a plurality of pieces of previously created motion data. Themotion list 422 is a list in which, for example, each information (forexample, a motion name) to identify each motion is associated withmotion data. The distribution program 423 is a program for realizing adistribution to the user terminal 100 of the movement instruction datafor playing the moving picture in the user terminal 100.

Functional Configuration of Server 200

The control unit 210 controls the server 200 in an overall manner byexecuting the game program 231 stored in the storage unit 220. Forexample, the control unit 210 mediates transmission and reception ofvarious types of information among the user terminal 100, the HMD set1000, and the distribution terminal 400.

The control unit 210 functions as a communication mediation unit 211, alog generation unit 212, and a list generation unit 213 according to adescription of the game program 231. The control unit 210 can alsofunction as other functional blocks, which are not illustrated, formediating transmission and reception of various types of informationregarding the game play and the distribution of the movement instructiondata and for assisting the progress of the game.

The communication mediation unit 211 mediates transmission and receptionof various types of information among the user terminal 100, the HMD set1000, and the distribution terminal 400. For example, the communicationmediation unit 211 transmits the game progress information received fromthe HMD set 1000 to the user terminal 100. The game progress informationincludes data indicating information such as a motion of a characteroperated by the player, a parameter of the character, an item or aweapon owned by the character, or an enemy character, or the like. Theserver 200 transmits the game progress information to the user terminals100 of all the users who participate in the game. In other words, theserver 200 transmits the common game progress information to the userterminals 100 of all the users who participate in the game. With thisconfiguration, the game progresses in each of the user terminals 100 ofall the users who participate in the game similarly as in the HMD set1000.

In addition, for example, the communication mediation unit 211 transmitsthe information for assisting the progress of the game by the playerwhich is received from any of the user terminals 100 to the other userterminals 100 and the HMD set 1000. As an example, the information maybe item information indicating an item for advantageously makingprogress in the game by the player, which is an item provided to theplayer (character). The item information includes information (such as ausername or a user ID) indicating a user who has provided the item. Inaddition, the communication mediation unit 211 may mediate thedistribution of the movement instruction data from the distributionterminal 400 to the user terminal 100.

The log generation unit 212 generates a log of a game progress based onthe game progress information received from the HMD set 1000. The listgeneration unit 213 generates the user list 234 after the end of thegame play. Although a detail will be described below, each user in theuser list 234 is associated with a tag indicating content of theassistance provided to the player by the user. The list generation unit213 generates a tag based on the log of the game progress generated bythe log generation unit 212 to associate the tag with the correspondinguser. Note that the list generation unit 213 may set, as a tag, thecontent of the assistance provided to the player by each user which hasbeen input by using a terminal device such as a personal computer by anoperator of the game or the like, and associate the tag with thecorresponding user. With this configuration, the content of theassistance provided by each user becomes further detailed. Note thatwhen the user is to participate in the game, the user terminal 100transmits information indicating the user based on an operation by theuser to the server 200. For example, the user terminal 100 transmits auser ID input by the user to the server 200. That is, the server 200holds the information indicating each user with regard to all the usersparticipating in the game. The list generation unit 213 may generate theuser list 234 by using the information.

Functional Configuration of HMD Set 1000

The control unit 310 controls the HMD set 1000 in an overall manner byexecuting the game program 331 stored in the storage unit 320. Forexample, the control unit 310 makes progress in the game according tothe game program 331 and an operation by the player. In addition, whileprogress is made in the game, the control unit 310 communicates with theserver 200 when necessary to perform transmission and reception ofinformation. The control unit 310 may directly perform the transmissionand reception of the information with the user terminal 100 without theintermediation of the server 200.

The control unit 310 functions as an operation acceptance unit 311, adisplay control unit 312, a UI control unit 313, an animation generationunit 314, a game progress unit 315, a virtual space control unit 316,and a reaction processing unit 317 according to a description of thegame program 331. According to a nature of a game to be executed, thecontrol unit 310 can also function as other functional blocks which arenot illustrated in the drawing for controlling a character appearing inthe game or the like.

The operation acceptance unit 311 senses and accepts an input operationby the player. The operation acceptance unit 311 accepts a signal thatis input from the HMD 500, the motion sensor 520, the controller 540, orthe like to determine what input operation has been performed, andoutputs a result of the determination to each element of the controlunit 310.

The UI control unit 313 controls a user interface (hereinafter, UI)image to be displayed on the monitor 51, the display 530, or the like.The UI image is a tool for the player to perform an input to the HMD set1000 which is required for the progress in the game, or is a tool forthe player to acquire information that is output from the HMD set 1000while the game is in progress. For example, the UI image is, but notlimited to, an icon, a button, a list, a menu screen, or the like.

The animation generation unit 314 generates an animation illustratingmotions of various objects based on control manners of the variousobjects. For example, the animation generation unit 314 may generate ananimation or the like representing a situation where an object (forexample, an avatar object of the player) moves as if the object werethere, moves a mouth, or changes an expression.

The game progress unit 315 makes progress in the game based on the gameprogram 331, an input operation by the player, a movement of the avatarobject in accordance with the input operation, and the like. Forexample, when the avatar object performs a predetermined movement, thegame progress unit 315 performs predetermined game processing. Inaddition, for example, the game progress unit 315 may receiveinformation representing an operation by a user in the user terminal100, and perform game processing based on the operation by the user. Inaddition, the game progress unit 315 generates game progress informationaccording to the progress of the game, and transmits the game progressinformation to the server 200. The game progress information istransmitted to the user terminal 100 via the server 200. With thisconfiguration, the progress of the game in the HMD set 1000 is shared inthe user terminal 100. In other words, the progress of the game in theHMD set 1000 and the progress of the game in the user terminal 100 aresynchronous with each other.

The virtual space control unit 316 performs various types of controlrelated to the virtual space provided to the player according to theprogress of the game. As an example, the virtual space control unit 316generates various objects to be arranged in the virtual space. Inaddition, the virtual space control unit 316 arranges a virtual camerain the virtual space. In addition, the virtual space control unit 316moves the various objects arranged in the virtual space according to theprogress of the game. In addition, the virtual space control unit 316controls a position and an inclination of the virtual camera arranged inthe virtual space according to the progress of the game.

The display control unit 312 outputs, to the monitor 51 and the display530, a game screen on which a result of processing executed by eachelement described above has been reflected. The display control unit 312may display an image based on a field of view from the virtual cameraarranged in the virtual space as the game screen on the monitor 51 andthe display 530. In addition, the display control unit 312 may includethe animation generated by the animation generation unit 314 in the gamescreen. In addition, the display control unit 312 may superimpose anddraw the above described UI image to be controlled by the UI controlunit 313 on the game screen.

The reaction processing unit 317 accepts a feedback from the user of theuser terminal 100 with regard to a reaction to a game play by theplayer, and outputs this to the player. According to the presentembodiment, for example, the user terminal 100 can create a comment(message) addressed to an avatar object based on an input operation bythe user. The reaction processing unit 317 accepts comment data of thecomment, and outputs this. The reaction processing unit 317 may displaytext data corresponding to the comment by the user on the monitor 51 andthe display 530, or may output audio data corresponding to the commentby the user from a speaker which is not illustrated in the drawing. In acase of the former, the reaction processing unit 317 may superimpose anddraw an image corresponding to the above described text data (that is,an image including content of the comment) on the game screen.

Functional Configuration of User Terminal 100

The control unit 110 controls the user terminal 100 in an overall mannerby executing the game program 131 stored in the storage unit 120. Forexample, the control unit 110 makes progress in the game according tothe game program 131 and an operation by the user. In addition, whileprogress is made in the game, the control unit 110 communicates with theserver 200 when necessary to perform transmission and reception ofinformation. The control unit 110 may directly perform the transmissionand reception of the information with the HMD set 1000 without theintermediation of the server 200.

The control unit 110 functions as an operation acceptance unit 111, adisplay control unit 112, a UI control unit 113, an animation generationunit 114, a game progress unit 115, a virtual space control unit 116,and a moving picture playback unit 117 according to a description of thegame program 131. According to a nature of a game to be executed, thecontrol unit 110 can also function as other functional blocks which arenot illustrated in the drawing for the progress of the game.

The operation acceptance unit 111 senses and accepts an input operationon the input unit 151 by the user. The operation acceptance unit 111determines what input operation has been performed from actions causedby the user on the touch screen 15 and other consoles via the input andoutput IF 14, and outputs a result of the determination to each elementof the control unit 110.

For example, the operation acceptance unit 111 accepts an inputoperation on the input unit 151 and detects coordinates of an inputposition of the input operation to identify a type of the inputoperation. The operation acceptance unit 111 identifies the touchoperation, the sliding operation, the swipe operation, thepinching-in/pinching-out operation, the tap operation, and the like asthe type of the input operation, for example. In addition, when an inputwhich has been continuously sensed is interrupted, the operationacceptance unit 111 senses that a contact input is released from thetouch screen 15.

The UI control unit 113 controls a UI image to be displayed on thedisplay unit 152 for constructing a UI according to at least either theinput operation by the user or the received game progress information.The UI image is a tool for the user to perform an input to the userterminal 100 which is required for the progress in the game, or is atool for the user to acquire information that is output while the gameis in progress from the user terminal 100. For example, the UI image is,but not limited to, an icon, a button, a list, a menu screen, or thelike.

The animation generation unit 114 generates an animation illustratingmotions of various objects based on control manners of the variousobjects.

The game progress unit 115 makes progress in the game based on the gameprogram 131, the received game progress information, an input operationby the user, and the like. When predetermined game processing isperformed by an input operation by the user, the game progress unit 115transmits information related to the game processing to the HMD set 1000via the server 200. With this configuration, the predetermined gameprocessing is shared in the HMD set 1000. In other words, the progressof the game in the HMD set 1000 and the progress of the game in the userterminal 100 are synchronous with each other. The predetermined gameprocessing is, for example, processing of providing an item to theavatar object, and in a case of this example, information related to thegame processing is the above described item information.

The virtual space control unit 116 performs various types of controlrelated to the virtual space provided to the user according to theprogress of the game. As an example, the virtual space control unit 116generates various objects to be arranged in the virtual space. Inaddition, the virtual space control unit 116 arranges a virtual camerain the virtual space. In addition, the virtual space control unit 116moves the various objects arranged in the virtual space according to theprogress of the game, specifically, the received game progressinformation. In addition, the virtual space control unit 316 controls aposition and an inclination of the virtual camera arranged in thevirtual space according to the progress of the game, specifically, thereceived game progress information.

The display control unit 112 outputs, to the display unit 152, a gamescreen on which a result of processing executed by each elementdescribed above has been reflected. The display control unit 112 maydisplay an image based on a field of view from the virtual cameraarranged in the virtual space provided to the user as the game screen onthe display unit 152. In addition, the display control unit 112 mayinclude the animation generated by the animation generation unit 114 inthe game screen. In addition, the display control unit 112 maysuperimpose and draw the above described UI image to be controlled bythe UI control unit 113 on the game screen. In any case, the game screendisplayed on the display unit 152 is a game screen similar to the gamescreen displayed on other user terminals 100 and the HMD set 1000.

The moving picture playback unit 117 analyzes (renders) the movementinstruction data received from the distribution terminal 400 to play themoving picture.

Functional Configuration of Distribution Terminal 400

The control unit 410 controls the distribution terminal 400 in anoverall manner by executing a program (not illustrated) stored in thestorage unit 420. For example, the control unit 410 generates movementinstruction data according to the program and an operation by the userof the distribution terminal 400 (according to the present embodiment,the player), and distributes the movement instruction data to the userterminal 100. In addition, the control unit 410 communicates with theserver 200 when necessary to perform transmission and reception ofinformation. The control unit 410 may directly perform the transmissionand reception of the information with the user terminal 100 without theintermediation of the server 200.

The control unit 410 functions as a communication control unit 411, adisplay control unit 412, an operation acceptance unit 413, a soundacceptance unit 414, a motion identification unit 415, and a movementinstruction data generation unit 416 according to a description of aprogram. The control unit 410 can also function as other functionalblocks which are not illustrated in the drawing for generating anddistributing the movement instruction data.

The communication control unit 411 controls transmission and receptionof information with the server 200 or the user terminal 100 via theserver 200. The communication control unit 411 receives the user list421 from the server 200 as an example. In addition, the communicationcontrol unit 411 transmits the movement instruction data to the userterminal 100 as an example.

The display control unit 412 outputs, to the display unit 452, variousscreens on which a result of processing executed by each element hasbeen reflected. The display control unit 412 displays a screen includingthe received user list 234 as an example. In addition, the displaycontrol unit 412 displays a screen including the motion list 422 for theplayer to select motion data for moving the avatar object which isincluded in the movement instruction data to be distributed as anexample.

The operation acceptance unit 413 senses and accepts an input operationby the player on the input unit 151. The operation acceptance unit 111determines what input operation has been performed from actions causedby the player on the touch screen 45 and other consoles via the inputand output IF 44, and outputs a result of the determination to eachelement of the control unit 410.

For example, the operation acceptance unit 413 accepts an inputoperation on the input unit 451 and detects coordinates of an inputposition of the input operation to identify a type of the inputoperation. The operation acceptance unit 413 identifies the touchoperation, the sliding operation, the swipe operation, thepinching-in/pinching-out operation, the tap operation, and the like asthe type of the input operation, for example. In addition, when an inputwhich has been continuously sensed is interrupted, the operationacceptance unit 413 senses that a contact input is released from thetouch screen 45.

The sound acceptance unit 414 accepts a sound generated in a surroundingof the distribution terminal 400, and generates audio data of the sound.As an example, the sound acceptance unit 414 accepts a spoken sound bythe player, and generates audio data of the sound.

The motion identification unit 415 identifies motion data selected bythe player from the motion list 422 according to the input operation bythe player.

The movement instruction data generation unit 416 generates movementinstruction data. As an example, the movement instruction datageneration unit 416 generates movement instruction data including thegenerated audio data and the identified motion data.

Note that the functions of the HMD set 1000, the server 200, and theuser terminal 100 which are illustrated in FIG. 6 and the function ofthe distribution terminal 400 illustrated in FIG. 7 are merely examples.Each device of the HMD set 1000, the server 200, the user terminal 100,and the distribution terminal 400 may include at least some of functionsincluded in other devices. Furthermore, still another device other thanthe HMD set 1000, the server 200, the user terminal 100, and thedistribution terminal 400 may be constituted as a component of thesystem 1, and the still another device may be caused to execute part ofprocessing in the system 1. That is, the computer which performs thegame program in the present embodiment may be the HMD set 1000, theserver 200, the user terminal 100, the distribution terminal 400, andany of other devices other than the above, or may be realized by acombination of a plurality of these devices.

Control Processing of Virtual Space

FIG. 8 is a flowchart illustrating an example of a flow of controlprocessing of the virtual space provided to the player and the virtualspace provided to the user of the user terminal 100. FIG. 9 illustratesa virtual space 600A provided to the player and a field of view imagevisually recognized by the player in accordance with an embodiment. FIG.10 illustrates a virtual space 600E1 provided to the user of the userterminal 100 and a field of view image visually recognize by the user inaccordance with an embodiment. Note that hereinafter, when there is noneed to distinguish the virtual spaces 600A and 600B from each other,the virtual spaces 600A and 600B are referred to as a “virtual space600” or “virtual spaces 600”.

In step S1, the processor 30 defines the virtual space 600A illustratedin FIG. 9 as the virtual space control unit 316. The processor 30defines the virtual space 600A by using virtual space data (notillustrated). The virtual space data may be stored in the game playterminal 300. The processor 30 may generate the virtual space data basedon the game program 331. The processor 30 may acquire the virtual spacedata from an external device such as the server 200.

The virtual space 600 has a full spherical structure covering anentirety in a 360-degree direction of a point defined as a center as anexample. In order not to complicate the description in FIG. 9 and FIG.10 , an upper half of a sphere of the virtual space 600 is exemplified.

In step S2, the processor 30 which serves as the virtual space controlunit 316 arranges an avatar object 610 (character) in the virtual space600A. The avatar object 610 is an avatar object associated with theplayer, and moves according to an input operation by the player.

In step S3, the processor 30 which serves as the virtual space controlunit 316 arranges other objects in the virtual space 600A. In theexample of FIG. 9 , the processor 30 arranges objects 631 to 634. Theother objects may include, for example, a character object (so-callednon-player character (NPC)) which moves according to the game program331, an operation object such as a virtual hand, an object whichimitates an animal, a plant, an artificial material, a natural material,or the like to be arranged according to the progress of the game, andthe like.

In step S4, the processor 30 which serves as the virtual space controlunit 316 arranges a virtual camera 620A in the virtual space 600A. Theprocessor 30 arranges the virtual camera 620A at a position of a headportion of the avatar object 610 as an example.

In step S5, the processor 30 displays a field of view image 650 on themonitor 51 and the display 530. The processor 30 defines a field of viewarea 640A which is a field of view from the virtual camera 620A in thevirtual space 600A according to an initial position and an initialinclination of the virtual camera 620A. Then, the processor 30 definesthe field of view image 650 corresponding to the field of view area640A. The processor 30 causes the HMD 500 and the display 530 to displaythe field of view image 650 by outputting the field of view image 650 tothe monitor 51 and the display 530.

In the example of FIG. 9 , since part of the object 634 is included inthe field of view area 640A as illustrated in (A) of FIG. 9 , the fieldof view image 650 includes part of the object 634 as illustrated in (B)of FIG. 9 .

In step S6, the processor 30 transmits initial arrangement informationto the user terminal 100 via the server 200. The initial arrangementinformation refers to information indicating initial arrangementlocations of various objects in the virtual space 600A. In the exampleof FIG. 9 , the initial arrangement information includes information ofinitial arrangement locations of the avatar object 610 and the objects631 to 634. It can be stated that the initial arrangement information isone piece of the game progress information.

In step S7, the processor 30 which serves as the virtual space controlunit 316 controls the virtual camera 620A according to a motion of theHMD 500. Specifically, the processor 30 controls an orientation and aninclination of the virtual camera 620A according to the motion of theHMD 500, that is, an attitude of the head portion of the player. Asdescribed below, when the player moves the head portion (changes theattitude of the head portion), the processor 30 moves the head portionof the avatar object 610 in accordance with this motion. The processor30 controls the orientation and the inclination of the virtual camera620A, for example, such that a direction of a line of sight of theavatar object 610 matches a direction of a line of sight of the virtualcamera 620A. In step S8, the processor 30 updates the field of viewimage 650 according to the changes of the orientation and theinclination of the virtual camera 620A.

In step S9, the processor 30 which serves as the virtual space controlunit 316 moves the avatar object 610 according to a motion of theplayer. As an example, the processor 30 causes the avatar object 610 tochange its position in the virtual space 600A according to the playerchanging its position in the reality space. In addition, the processor30 moves the head portion of the avatar object 610 in the virtual space600A according to the player moving the head portion in the realityspace.

In step S10, the processor 30 which serves as the virtual space controlunit 316 causes the virtual camera 620A to change its position so as tofollow the avatar object 610. That is, even when the avatar object 610changes its position, the virtual camera 620A is regularly at theposition of the head portion of the avatar object 610.

The processor 30 updates the field of view image 650 according to thevirtual camera 620A changing its position. That is, the processor 30updates the field of view area 640A according to the attitude of thehead portion of the player and the position of the virtual camera 620Ain the virtual space 600A. As a result, the field of view image 650 isupdated.

In step S11, the processor 30 transmits the movement instruction data ofthe avatar object 610 to the user terminal 100 via the server 200. Themovement instruction data herein includes at least any of motion datathat incorporates the movement of the player, audio data of a spokensound by the player, or operation data indicating content of an inputoperation on the controller 540 during a virtual experience (forexample, during a game play). When the player is playing the game, themovement instruction data is transmitted to the user terminal 100 as thegame progress information, for example.

The processing in steps S7 to S11 is continuously repeatedly executedwhile the player is playing the game.

In step S21, the processor 10 of the user terminal 100 of a user 3 whichserves as the virtual space control unit 116 defines the virtual space600B illustrated in FIG. 10 . The processor 10 defines the virtual space600B by using virtual space data (not illustrated). The virtual spacedata may be stored in the user terminal 100. The processor 10 maygenerate the virtual space data based on the game program 131.

The processor 10 may acquire the virtual space data from an externaldevice such as the server 200.

In step S22, the processor 10 receives the initial arrangementinformation. In step S23, the processor 10 which serves as the virtualspace control unit 116 arranges various objects in the virtual space600B according to the initial arrangement information. In a case of theexample of FIG. 10 , the various objects are the avatar object 610 andthe objects 631 to 634.

In step S24, the processor 10 which serves as the virtual space controlunit 116 arranges a virtual camera 620B in the virtual space 600B. Theprocessor 10 arranges the virtual camera 620B at a position illustratedin (A) of FIG. 10 as an example.

In step S25, the processor 10 displays a field of view image 660 on thedisplay unit 152. The processor 10 defines a field of view area 640Bwhich is a field of view from the virtual camera 620B in the virtualspace 600B according to an initial position and an initial inclinationof the virtual camera 6208. Then, the processor 10 defines the field ofview image 660 corresponding to the field of view area 640B. Theprocessor 10 causes the display unit 152 to display the field of viewimage 660 by outputting the field of view image 660 to the display unit152.

In the example of FIG. 10 , as illustrated in (A) of FIG. 10 , since theavatar object 610 and the object 631 are included in the field of viewarea 640B, the field of view image 660 includes the avatar object 610and the object 631 as illustrated in (B) of FIG. 10 .

In step S26, the processor 10 receives the movement instruction data. Instep S27, the processor 10 which serves as the virtual space controlunit 116 moves the avatar object 610 in the virtual space 600B accordingto the movement instruction data. In other words, the processor 10 playsa video in which the avatar object 610 moves by real-time rendering.

In step S28, the processor 10 which serves as the virtual space controlunit 116 controls the virtual camera 620B according to an operation bythe user which has been accepted by the processor 10 which serves as theoperation acceptance unit 111. In step S29, the processor 10 updates thefield of view image 660 according to the change of the position of thevirtual camera 620B in the virtual space 600B and the changes of theorientation and the inclination of the virtual camera 6206. Note that instep S28, the processor 10 may automatically control the virtual camera620B according to the motion of the avatar object 610, for example, theavatar object 610 changing its position or orientation. For example, theprocessor 10 may automatically cause the virtual camera 620B to changeits position or change its orientation and inclination so as toregularly capture the avatar object 610 from the front. In addition, asan example, according to the motion of the avatar object 610, theprocessor 10 may automatically cause the virtual camera 620B to changeits position or change its orientation and inclination so as toregularly capture the avatar object 610 from the back.

In this manner, in the virtual space 600A, the avatar object 610 movesaccording to the motion of the player. The movement instruction dataindicating this movement is transmitted to the user terminal 100. In thevirtual space 6006, the avatar object 610 moves according to thereceived movement instruction data. With this configuration, the avatarobject 610 performs the similar movement in the virtual space 600A andthe virtual space 600B. In other words, the user 3 can visuallyrecognize the movement of the avatar object 610 in accordance with themovement of the player by using the user terminal 100.

Game Overview

FIG. 11 illustrates another example of the field of view image displayedin the user terminal 100. Specifically, FIG. 11 illustrates an exampleof the game screen of the game (the present game) in which the player isplaying which is executed by the system 1.

The present game is, as an example, a game in which the avatar object610 operating a weapon such as a gun or a knife and a plurality of enemyobjects 671 which is an NPC are caused to appear in the virtual space600, and the avatar object 610 is caused to fight against the enemyobjects 671. Various game parameters such as a strength of the avatarobject 610, the number of usable magazines, the remaining number ofbullets in the gun, and the remaining number of enemy objects 671 areupdated according to the progress of the game.

A plurality of stages is prepared in the present game, and when apredetermined achievement condition associated in each stage is met, theplayer can clear the stage. The predetermined achievement condition mayinclude, for example, a condition to be met by defeating all theemerging enemy objects 671, defeating a boss object among the emergingenemy objects 671, acquiring a predetermined item, reaching apredetermined position, and the like. The achievement condition isdefined in the game program 131. Note that in the present game,according to content of the game, when the achievement condition is met,it is decided that the player clears the stage, in other words, winningagainst the enemy objects 671 by the avatar object 610 (victory ordefeat between the avatar object 610 and the enemy objects 671) isdecided. On the other hand, for example, when the game executed in thesystem 1 is a racing game or the like, when a condition of reaching agoal is met, a ranking of the avatar object 610 is decided.

In the present game, since the virtual space is shared among the HMD set1000 and a plurality of user terminals 100, the game progressinformation is live streamed to a plurality of user terminals 100 everypredetermined time. As a result, the field of view image in the field ofview area defined by the virtual camera 620B corresponding to the userterminal 100 is displayed on the touch screen 15 of the user terminal100 during viewing of the game. In addition, parameter imagesrepresenting the strength of the avatar object 610, the number of usablemagazines, the remaining number of bullets in the gun, the remainingnumber of enemy objects 671, and the like displayed in a superimposedmanner in an upper right section and an upper left section of the fieldof view image. It can be stated that this field of view image is thegame screen.

As described above, the game progress information includes the motiondata that incorporates the movement of the player, the audio data of thespoken sound by the player, and the operation data indicating thecontent of the input operation on the controller 540. These pieces ofdata are, that is, information for identifying a position, an attitude,an orientation, and the like of the avatar object 610, information foridentifying positions, attitudes, orientations, and the like of theenemy objects 671, and information for identifying positions and thelike of other objects (for example, obstacle objects 672 and 673). Theprocessor 10 identifies the position, the attitude, the orientation, andthe like of each of the objects by analyzing (rendering) the gameprogress information.

The game information 132 includes data of various objects such as theavatar object 610, the enemy objects 671, and the obstacle objects 672and 673. The processor 10 updates the position, the attitude, theorientation, and the like of each of the objects by using the data and aresult of analyzing the game progress information. With thisconfiguration, as the game progresses, each of the objects in thevirtual space 600B similarly moves as in each of the objects in thevirtual space 600A. Specifically, in the virtual space 600B, each of theobjects including the avatar object 610 moves based on the game progressinformation irrespective of the presence or absence of the operationfrom the user on the user terminal 100.

UI images 701 and 702 are superimposed on the field of view image to bedisplayed on the touch screen 15 of the user terminal 100 as an example.The UI image 701 is a UI image which accepts an operation fordisplaying, on the touch screen 15, a UI image 711 which accepts an iteminput operation for assisting the avatar object 610 from the user 3. TheUI image 702 is a UI image which accepts an operation for displaying, onthe touch screen 15, a UI image (described below) which accepts, fromthe user 3, an operation for inputting and transmitting a comment forthe avatar object 610 (in other words, a player 4). The operations to beaccepted by the UI images 701 and 702 may be operations of tapping theUI images 701 and 702, for example.

When the UI image 701 is tapped, the UI image 711 is superimposed on thefield of view image to be displayed. The UI image 711 includes, forexample, a UI image 711A in which an icon of a magazine is drawn, a UIimage 7118 in which an icon of a first aid kit is drawn, a UI image 711Cin which an icon of a traffic cone is drawn, and a UI image 711D inwhich an icon of a barricade is drawn. The item input operation isequivalent to an operation of tapping any UI image, for example.

As an example, when the UI image 711A is tapped, the remaining number ofbullets in the gun used by the avatar object 610 increases. When the UIimage 7118 is tapped, the strength of the avatar object 610 recovers.When the UI images 711C and 711D are tapped, the obstacle objects 672and 673 for blocking the enemy objects 671 from changing their positionsare arranged in the virtual space. One of the obstacle objects 672 and673 may be more effective than another to block the enemy objects 671from changing their positions.

The processor 10 transmits, to the server 200, item input informationindicating that the item input operation has been performed. The iteminput information includes at least information for identifying a typeof the item which has been designated by the item input operation. Theitem input information may include other information related to the itemsuch as information indicating a position at which the item is arranged.The item input information is transmitted to the other user terminals100 and the HMD set 1000 via the server 200.

FIG. 12 illustrates another example of the field of view image displayedin the user terminal 100. Specifically, FIG. 12 illustrates an exampleof the game screen of the present game for describing communicationbetween the player and the user terminal 100 during the game play.

In the example of (A) of FIG. 12 , the user terminal 100 causes theavatar object 610 to execute a speech 691. Specifically, the userterminal 100 causes the avatar object 610 to execute the speech 691according to audio data included in the game progress information.Content of the speech 691 is “running out of bullets!” which has beenspoken by the player 4. That is, the content of the speech 691 is totell each user that the player is about to lose means to attack theenemy objects 671 since the number of magazines becomes 0, and thenumber of bullets loaded into the gun becomes 1.

Note that in (A) of FIG. 12 , a speech bubble is used to visuallyillustrate a speech by the avatar object 610, but in actuality, a soundis output from a speaker of the user terminal 100. Note that togetherwith the sound output, the speech bubble illustrated in (A) of FIG. 12(that is, a speech bubble including a text of the audio content) may bedisplayed in the field of view image. The same also applies to a speech692 described below.

When the tap operation on the UI image 702 is accepted, the userterminal 100 superimposes UI images 705 and 706 (message UIs) on thefield of view image to be displayed as illustrated in (B) of FIG. 12 .The UI image 705 is a UI image which displays a comment for the avatarobject 610 (in other words, the player). The UI image 706 is a UI imagewhich accepts, from the user 3, a comment transmission operation fortransmitting the input comment.

When the tap operation on the UI image 705 is accepted, as an example,the user terminal 100 displays a UI image imitating a keyboard (which isnot illustrated in the drawing, and is hereinafter simply referred to asa “keyboard”) on the touch screen 15. The user terminal 100 displays, onthe UI image 705, a text in accordance with an input operation by theuser on the keyboard. In the example of (B) of FIG. 12 , a text “givingmagazine to you” is displayed on the UI image 705.

After the text is input, as an example, when the tap operation on the UIimage 706 is accepted, the user terminal 100 transmits, to the server200, comment information including information indicating the inputcontent (content of the text) and information indicating the user. Thecomment information is transmitted to the other user terminals 100 andthe HMD set 1000 via the server 200.

A UI image 703A is a UI image indicating a username of the user who hastransmitted the comment, and a UI image 704A is a UI image indicatingcontent of the comment transmitted by the user. In the example of (B) ofFIG. 12 , a user with a username of “BBBBB” uses the user terminal 100of its own to transmit comment information of content “watch out!”, sothat the UI image 703A and the UI image 704A are displayed. The UI image703A and UI image 704A are displayed on the touch screens 15 of all theuser terminals 100 participating in the present game and the monitor 51of the HMD 500. Note that the UI images 703A and 704A may be a single UIimage. That is, the username and the content of the comment may beincluded in a single UI image.

In the example of (C) of FIG. 12 , a user with a username of “AAAAA” whois a user of the user terminal 100 illustrated in FIG. 12 inputs andtransmits the comment as described above, so that UI images 703B and704B are displayed on the touch screen 15. The UI image 703B includesthe username “AAAAA”, and the UI image 704B includes the comment “givingmagazine to you” which has been input in the example of (B) of FIG. 12 .

In addition, the example of (C) of FIG. 12 is a field of view image 611after the user “AAAAA” further inputs the tap operation on the UI image701, displays the UI image 711 on the touch screen 15, and inputs thetap operation on the UI image 711A. That is, as a result of thetransmission of the item input information indicating the magazine fromthe user terminal 100 of the user “AAAAA” to the other user terminals100 and the HMD set 1000, the user terminals 100 and the HMD set 1000arrange a dramatization object 674 (described below) in the virtualspace 600. As an example, after a lapse of an elapsed time indicated bythe item input information, the user terminals 100 and the HMD set 1000execute a dramatization related to the dramatization object 674, andexecute processing to exert an effect of the item object.

In the example of (D) of FIG. 12 , by executing the processing to exertthe effect of the item object, the number of magazines increases from 0to 1. As a result, the player speaks “thank you!” to the user “AAAAA”,and audio data of the speech is transmitted to each of the userterminals 100. With this configuration, each of the user terminals 100outputs the sound “thank you!” as the speech 692 by the avatar object610.

As described above, in the present game, the communication between theuser and the avatar object 610 is realized by the output of the speechsound of the avatar object 610 based on the speech of the player and theinput of the comment by each user.

Game Progress Processing in Game Play Terminal 300

FIG. 13 is a flowchart illustrating an example of a flow of gameprogress processing executed by the game play terminal 300.

In step S31, the processor 30 which serves as the game progress unit 315makes progress in the game based on the game program 331 and motions ofthe player. In step S32, the processor generates game progressinformation to be distributed to the user terminal 100. Specifically,the processor 30 transmits the generated game progress information toeach of the user terminals 100 via the server 200.

In step S33, when the item input information is received (YES in S33),the processor 30 arranges the item object in the virtual space 600Abased on the item input information in step S34. As an example, beforethe arrangement of the item object, the processor 30 arranges thedramatization object 674 in the virtual space 600A (see (C) of FIG. 11). The dramatization object 674 may be, for example, an object imitatinga present box. As an example, after a lapse of an elapsed time indicatedby the item input information, the processor 30 may execute thedramatization related to the dramatization object 674. The dramatizationmay be, for example, an animation in which a lid of the present boxopens. After the execution of the animation, the processor 30 executesthe processing to exert the effect of the item object. For example, inthe example of (D) of FIG. 11 , the obstacle object 673 is arranged.

After the execution of the animation, the processor 30 may arrange, inthe virtual space 600A, an item object corresponding to a UI image onwhich the tap operation has been performed. For example, when the tapoperation is performed on the UI image 711A, after the execution of theanimation, the processor 30 arranges a magazine object representing themagazine in the virtual space 600A. In addition, when the tap operationis performed on the UI image 7118, after the execution of the animation,the processor 30 arranges a first aid kit object representing the firstaid kit in the virtual space 600A. When the avatar object 610 changesits position to a position of the magazine object or the first aid kitobject, for example, the processor 30 may execute the processing toexert the effect of the magazine object or the first aid kit object.

Until the game is ended, the processor 30 continues and repeats theprocessing in steps S31 to S34. When the game is ended, for example,when the player inputs a predetermined input operation for ending thegame (YES in step S35), the processing illustrated in FIG. 13 ends.

Game Progress Processing in User Terminal 100

FIG. 14 is a flowchart illustrating an example of the flow of the gameprogress processing executed in the user terminal 100.

In step S41, the processor 10 receives the game progress information. Instep S42, the processor 10 which serves as the game progress unit 115makes progress in the game based on the game progress information.

In step S43, when the processor 10 accepts the item input operation bythe user 3 (YES in step S43), the processor 10 spends a virtual currencyin step S44 to arrange the dramatization object 674 in the virtual space600B. Herein, the virtual currency may be purchased by performing apredetermined operation on the processor 10 by the user 3 before theparticipation in the game or during the participation in the game(paying for the present game), or may be awarded to the user 3 when apredetermined condition is satisfied. The predetermined condition may bea condition where the participation in the present game is required suchas clearing a quest in the present game, or may be a condition where theparticipation in the present game is not required such as answering aquestionnaire. An amount of the virtual currency (holding of the virtualcurrency) is stored in the user terminal 100 as the game information 132as an example.

In step S45, the processor 10 transmits the item input information tothe server 200. The item input information is transmitted to the gameplay terminal 300 via the server 200.

Upon a lapse of a predetermined time after the arrangement of thedramatization object 674, the processor 10 arranges an item object inthe virtual space 600A. In the example of FIG. 11 , the obstacle object673 is arranged. That is, when the user 3 inputs the tap operation onthe UI image 711C, a predetermined amount of the virtual currency isspent to arrange the obstacle object 673.

The processor 10 continues and repeats the processing in steps S41 toS45 until the game is ended. When the game is ended, for example, whenthe player inputs the predetermined input operation for ending the gameor when the user 3 performs a predetermined input operation for leavingin the middle of the game (YES in step S46), the processing illustratedin FIG. 14 ends.

Game Progress Processing in Server 200

FIG. 15 is a flowchart illustrating an example of the flow of the gameprogress processing executed in the server 200.

In step S51, the processor 20 receives the game progress informationfrom the game play terminal 300. In step S52, the processor 20 whichserves as the log generation unit 212 updates a log of the game progress(hereinafter, a play log). Note that when the initial arrangementinformation is received from the game play terminal 300, as an example,the processor 20 generates the play log.

In step S53, the processor 20 transmits the received game progressinformation to each of the user terminals 100.

In step S54, when the item input information is received from any of theuser terminals 100 (YES in step S54), the processor 20 which serves asthe log generation unit 212 updates the play log in step S55. In stepS56, the processor 20 transmits the received item input information tothe game play terminal 300.

Until the game is ended, the processor 20 continues and repeats theprocessing in steps S51 to S56. When the game is ended, for example,when information indicating the end of the game is received from thegame play terminal 300 (YES in step S57), the processor 20 which servesas the list generation unit 213 generates a list (user list 234) of theusers who have participated in the game from the play log in step S58.The processor 20 stores the generated user list 234 in the server 200.

FIG. 16 illustrates a specific example of the user list 234. Informationindicating each user who has participated in the game (for example,username) is stored in a column of “user”. Information (tag) generatedbased on assistance provided to the player by each user is stored in acolumn of “tag”. In the example of FIG. 16 , a tag without quotationmarks among the tags stored in the column “tag” is informationautomatically generated by the processor 20, and a tag with quotationmarks is information manually input by the operator of the game.

In the example of FIG. 16 , information ‘magazine, 10 F, boss, “beat theboss thanks to the magazine as a present”’ is associated with the user“AAAAA”. This indicates, for example, that in a battle against a boss ona stage of 10 F, the user “AAAAA” has input a magazine, and the avatarobject 610 beat the boss by a bullet of the magazine that has beeninput.

In addition, information that ‘first aid kit, 3 F, minor villain,“recovered on the brink of game over”’ is associated with the user“BBBBB”. This indicates, for example, that in a battle against smallenemies on a stage of 3 F, the user “BBBBB” has input a first aid kit,and as a result, on the brink of a moment when a strength of the avatarobject 610 becomes 0 (the game is over), the strength recovered.

In addition, information ‘barricade, 5 F, minor villain, “stopped twozombies by the barricade”’ is associated with the user “CCCCC”. Thisindicates, for example, that in a battle against small enemies on astage of 5 F, the user “CCCCC” has input a barricade (obstacle object672 in FIG. 11 ), and as a result, two small enemies were successfullystopped.

In the example of FIG. 16 , one assistance provided is associated withthe username of each of the users 3, but tags of respective assistancesprovided multiple times are associated with the username of the user 3who has provided the assistances multiple times. In the user list 234,each of the tags is preferably distinct. With this configuration, afterthe end of the game, the player referring to the user list 421 by usingthe distribution terminal 400 can accurately grasp the content of eachassistance.

Distribution of Movement Instruction Data

Distribution Processing in Distribution Terminal 400

FIG. 17 is a flowchart illustrating an example of a flow of distributionprocessing executed by the distribution terminal 400. FIG. 18illustrates a specific example of a screen displayed on the distributionterminal 400. FIG. 19 illustrates another specific example of the screendisplayed on the distribution terminal.

In step S61, the processor 40 which serves as the operation acceptanceunit 413 accepts a first operation for displaying a list (user list 234)of the users who have participated in the game. A download screen 721illustrated in (A) of FIG. 18 is a screen for downloading the user list234 from the server 200 to be displayed on the display unit 452. Thedownload screen 721 is a screen displayed immediately after anactivation operation for an application to execute the distributionprocessing illustrated in FIG. 17 is input to the distribution terminal400 as an example.

The download screen 721 includes UI images 722 and 723 as an example.The UI image 722 accepts an operation for downloading the user list 234,that is, the above described first operation. The first operation maybe, for example, an operation of tapping the UI image 722. The UI image723 accepts an operation for ending the application. The operation maybe, for example, an operation of tapping the UI image 723.

When the tap operation on the UI image 722 is accepted, in step S62, theprocessor 40 which serves as the communication control unit 411 acquires(receives) the user list 234 from the server 200. In step S63, theprocessor 40 which serves as the display control unit 412 causes thedisplay unit 452 to display the user list 234. Specifically, theprocessor 40 causes the display unit 452 to display a user list screengenerated based on the user list 234. The user list screen may be a userlist screen 731 illustrated in (B) of FIG. 18 as an example. The userlist screen 731 is formed of record images corresponding to respectiverecords in the user list 234. As the record images, record images 732Ato 732C are described in the example of (B) of FIG. 18 , but the numberof record images is not limited to three. In the example of (B) of FIG.18 , when the number of records in the user list 234 is more than three(that is, the number of users who have participated in the game is morethan three), by inputting an operation of scrolling a screen (forexample, a drag operation or a flicking operation) to the touch screen45, for example, the player can cause the display unit 452 to displayother record images.

As an example, the record images 732A to 732C respectively includeusernames 733A to 733C, tag information 734A to 734C, and icons 735A to735C. Hereinafter, when distinguishment is not necessarily needed, therecord images 732A to 732C, the usernames 733A to 733C, the taginformation 734A to 734C, and the icons 735A to 735C are respectivelyreferred to as a “record image 732” or “record images 732”, a “username733” or “usernames 733”, “tag information 734”, and an “icon 735” or“icons 735”.

The username 733 is information indicating each user who hasparticipated in the game which is stored in the column of “user” in theuser list 234. The tag information 734 is information indicating a tagassociated with each information indicating each user who hasparticipated in the game in the user list 234. For example, the recordimage 732A includes “AAAAA” as the username 733A. Thus, the record image732A includes ‘magazine, 10 F, boss, “beat the boss thanks to themagazine as a present”’ which is associated with “AAAAA” in the userlist 234 as the tag information 734A. The icon 735 is, for example, animage previously set by the user.

Note that the processor 40 may store the received user list in thedistribution terminal 400 (the user list 421 in FIG. 7 ). The downloadscreen 721 may include a UI image (not illustrated) for displaying theuser list 421 in the display unit 452. In this example, when the UIimage is tapped, the processor 40 does not download the user list 234,but reads a user list 421 and generates a user list screen from the userlist 421 to cause the display unit 452 to display the user list screen.

In step S64, the processor 40 which serves as the operation acceptanceunit 413 accepts a second operation for selecting any of users includedin the user list screen 731. The second operation may be an operation oftapping any of record images 732 in the user list screen 731 as anexample. In the example of (B) of FIG. 18 , the player inputs the tapoperation on the record image 732A. That is, the player selects the user“AAAAA” as a user to which the movement instruction data is to bedistributed.

When the tap operation on the record image 732 is accepted, in step S65,the processor which serves as the display control unit 412 causes thedisplay unit 452 to display the motion list 422. Specifically, theprocessor 40 causes the display unit 452 to display a motion list screengenerated based on the motion list 422. The motion list screen may be amotion list screen 741 illustrated in FIG. 19 as an example. The motionlist screen 741 is formed of a record image corresponding to each recordin the motion list 422. In the example of FIG. 19 , record images 742Ato 742C are described as record images, but the number of record imagesis not limited to three. In the example of FIG. 19 , when the number ofrecords in the motion list 422 is more than four, for example, byinputting an operation of scrolling a screen (for example, a dragoperation or a flicking operation) to the touch screen 45, the playercan cause the display unit 452 to display other record images.

As an example, the record images 742A to 742C respectively includemotion names 743A to 743C, motion images 744A to 744C, and UI images745A to 745C. Hereinafter, when distinguishment is not necessarilyneeded, the record images 742A to 742C, the motion names 743A to 743C,the motion images 744A to 744C, and the UI images 745A to 745C arerespectively referred to as a “record image 742” or “record images 742”,a “motion name 743” or “motion names 743”, a “motion image 744” or“motion images 744”, and a “UI image 745” or “UI images 745”.

The motion name 743 is information to identify a motion stored in themotion list 422. The motion image 744 is an image generated from motiondata associated with each motion name in the motion list 422. Theprocessor 40 includes an image of the avatar object 610 taking a firstattitude in each motion data in the record image 742 as the motion image744 as an example. The motion image 744 may be a UI image which acceptsa predetermined operation by the player (for example, the tap operationon the motion image 744). When the predetermined operation is accepted,the processor 40 may play a motion moving picture in which the avatarobject 610 moves based on the motion data. When the motion movingpicture ends, the processor 40 may automatically display the motion listscreen 741 again.

Note that the record image 742 may include, for example, a UI imageincluding a text “motion playback” instead of the motion image 744.

In step S66, the processor 40 which serves as the operation acceptanceunit 413 accepts a third operation to select a motion. The thirdoperation may be a tap operation on the UI image 745 as an example. Thatis, the UI image 745 accepts an operation to select motion datacorresponding to each of the record images 742. Since the thirdoperation is accepted, the processor 40 which serves as the motionidentification unit 415 identifies motion data selected by the player.

In step S67, the processor 40 which serves as the display control unit412 and the sound acceptance unit 414 accepts a sound input by theplayer while the motion moving picture is played in which the avatarobject 610 moves based on the selected motion data.

FIG. 20 illustrates a specific example of the sound input by the player4. As illustrated in FIG. 20 , the player 4 inputs a speech sound 820Awhile playing a motion moving picture 810A. This speech sound 820A is aspeech sound addressed to the user 3 with the username “AAAAA”(hereinafter, a user 3A). That is, in the example of FIG. 20 , in stepS64, the player 4 selects the user 3A (first user) to create movementinstruction data addressed to the user 3A. Note that the user terminal100 used by the user 3A is set as a user terminal 100A.

The speech sound 820A is a speech sound addressed to the user 3A, and istherefore a speech sound based on content of an assistance provided bythe user 3A to the avatar object 610 (in other words, the player 4).Specifically, in the battle against the boss on the stage of 10 F, theuser 3A has input the magazine, and the avatar object 610 beat the bossby a bullet of the magazine that has been input. Thus, the speech sound820A has content “Thank you for giving me a magazine in the battleagainst the boss! The timing was also perfect! Cleared the gamesuccessfully thanks to AAAAA!”. In this manner, the speech soundpreferably includes the content of the assistance provided by the user 3in the game and an acknowledgement of the user 3.

In an aspect, before the sound input is started, that is, before thethird operation is input to the distribution terminal 400, the player 4creates the speech content addressed to the user 3. In another aspect,the speech content addressed to the user 3 may be automaticallygenerated by the processor 40. In addition, the processor 40 maysuperimpose and display a tag associated with the user 3 selected by thesecond operation on the motion moving picture 810A.

The processor 40 converts the accepted sound into audio data. In stepS68, the processor 40 which serves as the movement instruction datageneration unit 416 generates the movement instruction data includingthe audio data and the motion data of the selected motion.

In step S69, the processor 40 which serves as the communication controlunit 411 distributes the generated movement instruction data to the userterminal 100 (first computer) of the selected user 3 (in the example ofFIG. 20 , the user 3A). FIG. 21 illustrates still another specificexample of the screen displayed on the distribution terminal 400. Afterthe execution in step S68, the processor 40 which serves as the displaycontrol unit 412 causes the display unit 452 to display a distributionscreen. The distribution screen may be a distribution screen 751illustrated in (A) of FIG. 21 as an example. The distribution screen 751includes a UI image 752 and a motion image 753A. In addition, asillustrated in (A) of FIG. 21 , the distribution screen 751 may be ascreen including information indicating a user at a distributiondestination of the movement instruction data.

The UI image 752 accepts an operation for distributing the movementinstruction data to the selected user 3. The operation may be a tapoperation on the UI image 752, for example. The motion image 753A is aUI image which accepts an operation for playing a moving picture basedon the generated movement instruction data, that is, a moving picturebased on the movement instruction data generated for the user 3A. Theoperation may be a tap operation on the motion image 753A, for example.Note that the UI image which accepts the operation for playing thegenerated moving picture is not limited to the motion image 753A. Forexample, a UI image including a text “moving picture playback” may beused. When the moving picture ends, the processor 40 may automaticallydisplay the distribution screen 751 again.

Preferably, the distribution screen 751 further includes a UI imagewhich accepts an operation for returning to accept a sound input. Theoperation may be a tap operation on the UI image, for example. Since thedistribution screen 751 includes the UI image, when the sound inputfails, for example, if content for the speech is wrong or the like, theplayer 4 can perform the sound input again. Note that the UI image maybe a UI image which accepts an operation for returning to select motiondata.

When the tap operation on the UI image 752 is accepted, the processor 40transmits the movement instruction data together with informationindicating the user 3A to the server 200. The server 200 identifies theuser terminal 100 at the transmission destination of the movementinstruction data based on the information indicating the user 3A, andtransmits the movement instruction data to the identified user terminal100 (that is, the user terminal 100A).

When the transmission of the movement instruction data is ended, as anexample, the processor 40 may cause the display unit 452 to display adistribution completion screen 761 illustrated in (B) of FIG. 21 . Thedistribution completion screen 761 includes UI images 762 and 763 as anexample. In addition, as illustrated in (B) of FIG. 21 the distributioncompletion screen 761 may be a screen including a text indicatingcompletion of the transmission of the movement instruction data.

The UI image 762 accepts an operation for starting a creation of themovement instruction data addressed to another user 3. The operation maybe an operation of tapping the UI image 762, for example. When the tapoperation is accepted, the processor 40 causes the display unit 452 todisplay the user list screen again. That is, when the tap operation isaccepted, the distribution processing returns to step S63. At this time,the processor 40 may generate a user list screen based on the user list421 stored in the distribution terminal 400, and cause the display unit452 to display the user list screen. The UI image 763 accepts anoperation for ending the application. The operation may be an operationof tapping the UI image 763, for example. When the operation isaccepted, the distribution processing ends.

In the example described with reference to FIG. 20 and FIG. 21 , thedistribution terminal 400 transmits the movement instruction data of themoving picture addressed to the user 3A (the user 3 with the username“AAAAA”) to only the user terminal 100A as illustrated in (C) of FIG. 21.

FIG. 22 illustrates another specific example of the sound input by theplayer 4. As illustrated in FIG. 22 , the player 4 inputs a speech sound820B while playing a motion moving picture 810B. This speech sound 820Bis a speech sound addressed to the user 3 with the username “BBBBB”(hereinafter, a user 3B). That is, in the example of FIG. 22 , theplayer 4 inputs the tap operation on the record image 732B correspondingto the user 3B in step S64 to create the movement instruction dataaddressed to the user 3B. Note that the user terminal 100 used by theuser 3B is set as a user terminal 100B.

The speech sound 820B is a speech sound addressed to the user 3B, and istherefore a speech sound based on content of an assistance provided bythe user 3B to the avatar object 610 (in other words, the player 4).Specifically, with regard to the user 3B, in the battle against thesmall enemies on the stage of 3 F, the user “BBBBB” has input the firstaid kit, and as a result, on the brink of the moment when the strengthof the avatar object 610 becomes 0 (the game is over), the strengthrecovered. Thus, the speech sound 820B has content “Avoided game over on3 F thanks to the first aid kit given by BBBBB. Thank you so much!”.

FIG. 23 illustrates still another specific example of the screendisplayed on the distribution terminal 400. The distribution screen 751illustrated in (A) of FIG. 23 includes the UI image 752 and a motionimage 753B. When the tap operation is accepted, the motion image 753Bplays a moving picture based on the movement instruction data generatedfor the user 3B.

When the tap operation on the UI image 752 is accepted, the processor 40transmits the movement instruction data together with informationindicating the user 3B to the server 200. The server 200 identifies theuser terminal 100 at the transmission destination of the movementinstruction data based on the information indicating the user 3B, andtransmits the movement instruction data to the identified user terminal100 (that is, the user terminal 100B).

In the example described with reference to FIG. 22 and FIG. 23 , thedistribution terminal 400 transmits the movement instruction data of themoving picture addressed to the user 3B (the user 3 with the username“BBBBB”) to only the user terminal 100B as illustrated in (C) of FIG. 23.

As described above, the content of the sound based on the audio dataincluded in the movement instruction data is based on the content of theassistance provided to the player 4 in the most recent participation inthe game by the user 3. Since the content of the assistance varies foreach of the users 3, the content of the sound has different content foreach of the users 3. That is, after the end of the game, pieces of themovement instruction data including the sound of mutually differentcontent are transmitted to the user terminals 100 of at least some ofthe users 3 who have participated in the game.

In addition, a motion of the avatar object 610 in the example of FIG. 22is different from the motion in the example of FIG. 20 . That is, in thegeneration of the movement instruction data addressed to the user 3B,the player 4 selects motion data which is different from that at thetime of the generation of the movement instruction data addressed to theuser 3A. Specifically, in step S66, the player 4 inputs the tapoperation on the UI image 7458 to select motion data corresponding tothe record image 7428. In this manner, the player 4 can set the motiondata included in the movement instruction data to be different for eachof the users 3.

Then, the movement instruction data for each of the users 3 whichincludes the audio data with the content different for each of the users3 and the motion data selected for each of the users 3 is transmitted toonly the user terminal 100 of each of the users 3. In other words, themovement instruction data unique to each of the user terminals 100 istransmitted to each of the user terminals 100 of the selected users 3.

FIG. 24 illustrates an overview of transmission of the game progressinformation from the game play terminal 300 to the user terminal 100.The movement instruction data for the moving picture playback in theuser terminal 100 is unique to each of the user terminals 100. On theother hand, as illustrated in FIG. 24 , the game progress informationtransmitted to the user terminals 100 of all the users 3 who haveparticipated in the game during the execution of the game is commonamong each of the user terminals 100. That is, the movement instructiondata included in the game progress information is also common among eachof the user terminals 100. In this manner, it can be mentioned that themovement instruction data for the moving picture playback and themovement instruction data for making progress in the game are differentdata in terms of similarity among the user terminals 100 andtransmission destinations.

Moving Picture Playback Processing in User Terminal 100

FIG. 25 is a flowchart illustrating an example of a flow of movingpicture playback processing executed by the user terminal 100.

In step S71, the processor 10 which serves as the moving pictureplayback unit 117 receives the movement instruction data. In step S72,the processor 10 which serves as the moving picture playback unit 117informs the user 3 of the reception of the movement instruction data.The processor 10 informs the user 3 of the reception of the movementinstruction data by at least any of display of a notification image onthe display unit 152, playback of a notification sound from a speaker(not illustrated), or lighting or flashing of a lighting unit (notillustrated) constituted by a light emitting diode (LED) or the like asan example.

In step S73, the processor 10 which serves as the operation acceptanceunit 111 accepts a first playback operation for playing a movingpicture. The first playback operation may be an operation of tapping thenotification image as an example. In step S74, the processor 10 whichserves as the moving picture playback unit 117 renders the movementinstruction data and plays the moving picture. The processor 10 mayactivate an application for playing the present game to play the movingpicture, or may activate an application for moving picture playbackwhich is different from the above described application to play themoving picture as an example. Hereinafter, the moving picture will bereferred to as a “thank you moving picture”.

FIG. 26 illustrates a specific example of playback of the thank youmoving picture. Specifically, FIG. 26 illustrates an example of theplayback of the thank you moving picture in the user terminal 100 of theuser 3A. In a thank you moving picture 910A played in the user terminal100, the avatar object 610 makes a sound 920A while executing a certainmotion. In other words, the processor 10 causes a speaker (notillustrated) to output the sound 920A while playing the thank you movingpicture 910A including the avatar object 610 which executes the certainmotion.

The motion in the thank you moving picture 910A is based on the motiondata selected by the player 4 in the generation of the movementinstruction data addressed to the user 3A, and the sound 920A is basedon the audio data generated from the speech sound 820A input by theplayer 4 in the generation of the movement instruction data. That is,the sound 920A is a sound including the content of the assistanceprovided by the user 3A in the game, and an acknowledgement of theassistance. In this manner, by the input of the first playbackoperation, the user 3A can view the thank you moving picture in whichthe avatar object 610 speaks the content of the assistance provided bythe user 3A oneself in the game and the acknowledgement of theassistance.

After the playback of the thank you moving picture 910A is ended, as anexample, the user terminal 100 may cause the touch screen 15 to displayat least one of UI images. The UI image may be, for example, a UI imagewhich accepts an operation for playing the thank you moving picture 910Aagain, may be a UI image which accepts an operation for a shift toanother screen, or may be a UI image which accepts an operation forending an application.

In addition, during the playback of the thank you moving picture 910A,as an example, the user terminal 100 may cause the touch screen 15 todisplay at least one of the UI images. The UI image may be, for example,a plurality of UI images which respectively accepts an operation oftemporarily stopping the thank you moving picture 910A which is beingplayed, an operation of ending the thank you moving picture, and anoperation of changing a scene to be played.

Note that these UI images which are displayed during the playback of thethank you moving picture 910A and displayed after the end of theplayback of the thank you moving picture 910A do not include a UI imagefor responding to the avatar object 610. That is, in the thank youmoving picture 910A according to the present embodiment, means torespond to the avatar object 610 is not included.

FIG. 27 illustrates another specific example of the playback of thethank you moving picture. Specifically, FIG. 27 illustrates an exampleof the playback of the thank you moving picture in the user terminal 100of the user 3B. In the thank you moving picture 910B played in the userterminal 100, the avatar object 610 makes a sound 920B while executing acertain motion. In other words, the processor 10 causes a speaker (notillustrated) to output the sound 920B while playing the thank you movingpicture 910B including the avatar object 610 which executes the certainmotion.

The motion in the thank you moving picture 910B is based on the motiondata selected by the player 4 in the generation of the movementinstruction data addressed to the user 3B, and the sound 920B is basedon the audio data generated from the speech sound 820B input by theplayer 4 in the generation of the movement instruction data. Thus, inthe example of FIG. 27 , the motion performed by the avatar object 610is different from the motion in the example of FIG. 26 . In addition,the sound 920B is a sound including the content of the assistanceprovided by the user 3B in the game, and an acknowledgement of theassistance. Thus, in the example of FIG. 27 , the content of the sound920B is different from the content of the sound 920A in the example ofFIG. 26 .

In this manner, the thank you moving pictures received after the end ofthe game by the user terminals 100 of at least some of the users 3 whohave participated in the game are moving pictures having differentspeech content of the avatar object 610 for each of the users 3.

Note that the processor 10 may superimpose and display a UI image 930including content for encouraging participation in the next game on themoving picture 910. The UI image 930 may be distributed together withthe movement instruction data, or may be stored by the user terminal 100as the game information 132.

In the above described embodiment, the example has been described inwhich the avatar object 610 which moves in real time according to themotion of the performer is caused to move in the same virtual space 600Bas the virtual space 600A defined by the game play terminal 300, and thefield of view image 660 in the field of view area 640B in accordancewith the position, the orientation, and the inclination of the virtualcamera 620B arranged in the virtual space 600B is displayed on the touchscreen 15 of the user terminal 100. At this time, the position, theorientation, and the like of the virtual camera 620B are changedaccording to the swipe operation, the pinching-in operation/pinching-outoperation, or the like on the touch screen 15 of the user terminal 100.However, the changes of the position, the orientation, and the like ofthe virtual camera 620B are not limited to this.

For example, a camera object 630 a position, an orientation, aninclination, and the like of which are to be varied according to anoperation of a switcher which is not illustrated in the drawing by theoperator of the system 1 or the performer may be arranged in the virtualspace 600A, and the position, the orientation, and the like of thevirtual camera 620B arranged in the virtual space 600B may be changedaccording to the changes of the position, the orientation, and the likeof the camera object 630. Note that in order to enable checking by theperformer, the camera object 630 is displayed on only the monitor 51 ofthe HMD 500 connected to the game play terminal 300. As a result, theperformer can make a speech or the like while looking at the cameraobject.

In addition, the space in which the avatar object 610 or the like iscaused to move is not limited to a virtual space, and may be a realityspace. The reality space may be, for example, a space identified by theacquired image which is captured and acquired by the camera (imagecapturing unit) 17. In this case, a space (hereinafter, also referred toas an augmented reality space) obtained by arranging the avatar object610 and the like in the acquired image from the camera 17 may begenerated, and also the virtual camera 620B may be arranged in theaugmented reality space, such that a position, an orientation, and thelike of the virtual camera 620B may be changed according to changes of aposition, an orientation, and the like of the camera 17, for example.

Furthermore, a method of changing the position, the orientation, and thelike of the virtual camera 620B may be selectable by the user. Forexample, a plurality of types of viewing modes is provided as viewingmodes selectable by the user terminal 100, and when a TV mode (thirdviewing mode) is selected in the user terminal 100, the position, theorientation, and the like of the virtual camera 620B may be changed inconjunction with a camera object 630 the position, the orientation, andthe like of which are varied according to an operation of the switcherby the operator or the performer. When a normal mode (first viewingmode) is selected in the user terminal 100, the position, theorientation, and the like of the virtual camera 620B may be changedaccording to the swipe operation or the like by the user. When an ARmode (second viewing mode) is selected, a space (hereinafter, alsoreferred to as an augmented reality space) may be generated by arrangingthe avatar object 610 and the like in an image acquired from the camera17, and also the virtual camera 620B may be arranged in the augmentedreality space, so that the position, the orientation, and the like ofthe virtual camera 620B may be changed according to the changes of theposition, the orientation, and the like of the camera 17. With thisconfiguration, a perspective of the image to be displayed on the touchscreen 15 can be changed according to a preference of the user. Forexample, a change icon labeled “AR” and a change icon labeled “TV” maybe displayed (an example will be illustrated in FIG. 28 described below)in a predetermined area (for example, an upper right area or the like)of the display screen during live stream. When the touch operation onthe “AR” change icon is performed, the viewing mode may be switched fromthe normal mode to the AR mode, and when the touch operation on the “TV”change icon is performed, the viewing mode may be switched from thenormal mode to the TV mode. The change icon on which the tap operationhas been performed may be deselected by the touch operation, and theviewing mode may be switched (returned) to the normal mode.

In the above described embodiment, the example has been described inwhich an item is input by the input operation from the user during alive stream part (an example of a first part), so that an objectcorresponding to the item is reflected (arranged) in the virtual space,and a game status, a parameter, and the like are varied (strengthrecovery, replenishment of the number of bullets, and the like)according to the item. For example, it may be also possible to changecostumes of the avatar object 610 by inputting a costume objectassociated with the avatar object 610 (an example of a specific object).In this case, in the user terminal owned by the user who has input thecostume object, the avatar object 610 is displayed in a costume changemanner in which a costume object in a corresponding region of the avatarobject 610 is changed to the input costume object, but the costumechange manner is not reflected in user terminals owned by other users.

FIG. 28 illustrates a display example of a screen displayed on the userterminal during the live stream part. Live stream illustrated in FIG. 28is assumed to be content generated while a player X, for example, is aperformer (the avatar object 610 is caused to move and speak). In FIG.28 , such content is assumed to be live streamed that after the avatarobject 610 expands a talk while moving as illustrated in (A) of FIG. 28, a predetermined game (for example, a quiz, playingrock-paper-scissors, or the like) is carried out. In (A) of FIG. 28 , ascostume objects of the avatar object 610, a solid-colored T-shirt object610 a is associated with a region corresponding to an upper body, ashort pant object 610 b is associated with a region corresponding to alower body, and a sock object 610 c is associated with a foot. The userwho has started viewing the live stream can view the avatar object 610in the costumes illustrated in (A) of FIG. 28 . In addition, users canchange the position, the orientation, and the like of the virtual camera620B according to the swipe operation, the pinching-inoperation/pinching-out operation, or the like on the touch screen 15 ofthe respectively owned user terminals.

A display example in the user terminal owned by a user A when the user Ainputs costume objects at a certain timing during the live stream isillustrated in (B) of FIG. 28 . It is assumed that the user A selectsand inputs, for example, a striped T-shirt object and a white skirtobject from among a plurality of types of costume objects which can beinput. In this case, as illustrated in (B) of FIG. 28 , the costumeobjects associated with the avatar object 610 are changed to the stripedT-shirt object 610 d and the white skirt object 610 e to be displayed inthe costume change manner. With this configuration, the satisfaction ofthe user can be improved.

A display example at the same timing as that of (B) of FIG. 28 in userterminals owned by other users (users who have not input any costumeobjects) other than the user A is illustrated in (C) of FIG. 28 . In theuser terminals owned by the other users, as illustrated in (C) of FIG.28 , the costume objects associated with the avatar object 610 are notchanged by the input of the costume objects by the user A.

The virtual currency is spent when a costume object is input similarlyas in other objects. The item input information with which the input ofthe costume object can be identified is also transmitted to the server200 to update the play log (S55 in FIG. 15 or the like). When the livestream is ended, a user list of users who have viewed the live stream isgenerated (see FIG. 16 ). The user list includes information foridentifying the presence or absence of the input of the costume object,a type of the input costume object, or the like for each of the viewingusers. With this configuration, after the end of the live stream, theplayer (for example, the player X) referring to the user list by usingthe distribution terminal 400 can accurately grasp the content of theassistance including the input costume object. Note that the user listalso include information for identifying a result of the game performedduring the live stream or the like. The user list may be downloaded tothe distribution terminal 400 from the server 200 by the predeterminedoperation illustrated in (A) of FIG. 18 , or may be already downloadedin the distribution terminal 400 without the predetermined operation bybeing output from the server 200 after the end of the live stream.

Next, modified examples with regard to technical matters related to thethank you moving pictures illustrated in FIG. 17 to FIG. 23 will bedescribed. Hereinafter, since the thank you moving picture includes amessage (speech content) individually prepared for each user from theplayer, the thank you moving picture will be also referred to as anindividual message hereinafter. In FIG. 17 to FIG. 23 , the example hasbeen described in which the display manner (for example, the costume) ofthe avatar object to be displayed in the thank you moving picture(individual message) is common among all users, but is not limited tothis. The display manner may be set to be different (varied) for eachuser. For example, the costume of the avatar object displayed in theindividual message may be common among users who have not input thecostume object during the live stream. On the other hand, for the userwho has input a costume object during the live stream, the costume ofthe avatar object displayed in the individual message may be theindividually input costume object (object which is different from thatof the users who have not input). In addition, in FIG. 17 to FIG. 23 ,the example has been described in which when the player (performer)creates an individual message, a user to which the individual message isto be transmitted is selected by the operation (S64 in FIG. 17 ), but isnot limited to this. Users may be presented in a predetermined orderwithout requiring the operation. In addition, in FIG. 17 to FIG. 23 ,the example has been described in which when the player (performer)creates an individual message, a motion of the avatar object 610 isselected by the operation (S66 in FIG. 17 ), but is not limited to this.Any motion may be decided among a plurality of types of motions withoutrequiring the operation. In addition, in FIG. 17 to FIG. 23 , theexample has been described in which at a timing at which the player(performer) creates an individual message, the individual message isdistributed to the user terminal at the destination (S69 in FIG. 17 ),but is not limited to this. The created individual message may betemporarily accumulated on a server side, and the accumulated individualmessages may be simultaneously distributed to the user terminals at thedestinations at a predetermined timing. Technical matters related to themodified individual messages in such aspects and the like will bedescribed with reference to FIG. 29 to FIG. 32 .

FIG. 29 illustrates a display example of a recording screen during arecording part (an example of a third part) for recording (creating) anindividual message in the distribution terminal 400. In the presentexample, when the player (for example, the player X) starts therecording part (for example, by the touch operation on a recording icon)in the distribution terminal 400, based on a user list of a most recentlive stream distributed by the player, the users who have viewed thelive stream are presented in a predetermined order by one user at atime. When the recording of the individual message for the presenteduser is completed, the next user is presented according to thepredetermined order. Thus, operation burden on the player can bemitigated. It is possible to avoid spending time to decide for whichuser the individual message is going to be recorded, and recording(creation) efficiency can be improved. The predetermined order in thepresent embodiment is determined in an order from the top based on aranking which will be described below among the users who have viewedthe most recently distributed live stream, for example. Thepredetermined order is not limited to this as long as the order may beautomatically identified. The predetermined order may be decided basedon a contribution degree and an intervention degree such as the numberof times to input items or the number of times to transmit commentsduring the distributed live stream (presented in descending order ofsuch degree), may be decided depending on a word order of usernames, orthe like, or may be randomly decided by using random numbers. Inaddition, it suffices when a decision-making body with regard to thepredetermined order is an entity other than the player (for example, theplayer X). The predetermined order may be decided by processing on aserver 200 side, or may be decided by processing on a distributionterminal 400 side.

Furthermore, in the present example, as the motion (display movement) ofthe avatar object 610 in the individual message to the presented user,any of a plurality of types of motions is decided for each user. Thus,the operation burden on the player can be mitigated. It is possible toavoid spending time to decide which motion is going to be recorded, andthe creation efficiency can be improved. An order may be previously setfor each of the plurality of types of motions, and the motion may beidentified according to the order. In addition, for example, the motionmay be decided by a ranking which will be described below, the number oftimes to input items during the live stream, the number of times totransmit comments, or the like. The motion may be randomly decided byusing random numbers. In addition, it suffices when the decision-makingbody with regard to the motion is an entity other than the player (forexample, the player X). The motion may be decided by processing on theserver 200 side, or may be decided by processing on the distributionterminal 400 side.

A display example of a creation screen of an individual message for auser B when the user B is presented is illustrated in (A) of FIG. 29 .Note that the user B is assumed to be a user who has not input a costumeobject during the most recent live stream. As the recording screen forthe individual message, user information related to a user is displayedin the upper left, the number of remaining users for which an individualmessage is to be recorded is displayed in the upper right. As the userinformation, an icon corresponding to the user, a name of the user, anda ranking position are included. For example, the ranking is an orderbased on the contribution degree and the intervention degree, and thelike of the user in the live stream distributed thus far by the player(for example, the player X) who records and creates an individualmessage. As the contribution degree and the intervention degree arehigher, the ranking position is higher. Note that the ranking may be amonthly ranking, for example. An icon of the user B, a name of the user,and a ranking at the 1st are illustrated in (A) of FIG. 29 . Inaddition, as the number of remaining users, a state of “49 peopleremaining” is indicated. In the present example, all the users who haveviewed the live stream are set as recording targets of individualmessages, but the configuration is not limited to this. A user decidedby a lottery drawn from among the users who viewed the live stream maybe set as the target, or a user who has input an item or transmitted acomment may be set as the target. The decision-making body with regardto the user to be set as the recording target may be any entity otherthan the player (for example, the player X). The user to be set as therecording target may be decided by processing on the server 200 side, ormay be decided by processing on the distribution terminal 400 side.

In addition, transmission history information related to a transmissionhistory of individual messages is displayed below the user information.As the transmission history information, a last transmission date of theindividual message by the player (for example, the player X) to the user(in (A) of FIG. 29 , “Jan. 21, 2021”) and a transmission history icon180 are displayed. When the tap operation is performed on thetransmission history icon 180, a letter (text) converted by speechrecognition based on audio data of previously transmitted individualmessages are displayed. A display example of the transmission history ofthe individual messages transmitted to the user B is illustrated in (B)of FIG. 29 . In (B) of FIG. 29 , a character string (“thank you for therecovery item, B . . . thanks to B”) converted based on the audio dataof the individual message transmitted last time on Jan. 21, 2021, and acharacter string (“ . . . attacking item given by B”) converted based onthe audio data of the individual message transmitted two times before onJan. 10, 2021, are displayed. With this configuration, the player (forexample, the player X) can visually check the content of the messagestransmitted in the past to be used as a consideration material andreference for content to be recorded later (so as not to mention similartopics, for example). Processing of conversion into a character stringby speech recognition may be performed on the server 200 side after thesimultaneous transmission which will be described below, or may beperformed on the distribution terminal 400 side when the individualmessage is recorded. Note that by scrolling in a downward direction bythe swipe operation or the like, character strings of older individualmessages can also be displayed, and when the tap operation is performedon the transmission history icon 180 again, the screen returns to thescreen of (A) of FIG. 29.

Live stream log information is displayed below the transmission historyinformation. The live stream log information refers to informationincluding interactions (item input, comment transmission, and the like)taken by the user during the live stream, the tag informationillustrated in (B) of FIG. 18 , and the like. In (A) of FIG. 29 , it isdisplayed that the user has given a “correct answer” in the quiz held asthe game during the live stream, and the user has transmitted a comment“it is interesting!” addressed to the avatar object. With thisconfiguration, the live stream log information can be checked to be usedas the consideration material and reference for content to be recordedlater. The live stream log information is preferably displayed for eachlive stream of the past. Note that the accumulated live stream loginformation can be displayed by scrolling in the downward direction bythe swipe operation or the like.

A recording icon 181, a reshoot icon 182, and a switch icon 183 aredisplayed below the recording screen. The recording icon 181 is an iconfor accepting a start operation for starting recording of a spoken soundby the player (for example, the player X) and an end operation forending the recording, in which by a first operation after a certain useris presented in a predetermined order, the recording for the user isstarted, and by a second operation, the recording for the user is ended.When the recording is ended, the recording for the user is completed,and the recording icon 181 changes to a next icon for presenting a nextuser. The reshoot icon 182 is an icon for reshooting (re-recording) anindividual message for the user again although the recording has beenperformed. When the reshoot icon 182 is operated, the next icon whichhas been changed after the recording changes again to the recording icon181.

The switch icon 183 is an icon for switching an information displayscreen on which information of (A) of FIG. 29 , (B) of FIG. 29 , and thelike are displayed, and a motion display screen on which the motion ofthe avatar object 610 which has been already decided in a stage of beingpresented is displayed. By performing the tap operation on the switchicon 183 on the information display screen, as illustrated in (C) ofFIG. 29 , it is possible to check an image in which the avatar object610 moves in the already decided motion. With this configuration, whilethe motion is taken into account, it is possible to review a timing tospeak, a pace, and content. Before the recording or during the recordingtoo, each time the tap operation on the switch icon 183 is performed,the information display screen and the motion display screen can beswitched. Thus, before the recording, the information display screen andthe motion display screen can be checked to decide content to speak, atiming, and the like to some extent. During the recording, a speech canbe made while the information display screen and the motion displayscreen are switched and checked at the timing decided by the player (forexample, the player X), and the convenience can be improved. “ON” and“OFF” in the switch icon 183 mean turning “ON” and “OFF” of informationin (A) of FIG. 29 , (B) of FIG. 29 , and the like. Thus, “OFF” islabeled on the information display screen as illustrated in (A) of FIG.29 and the like, and “ON” is labeled on the motion display screen asillustrated in (C) of FIG. 29 and the like.

Note that the user B is a user who has not input a costume object duringthe most recent live stream. Thus, the avatar object 610 associated withthe solid-colored T-shirt object 610 a and the short pant object 610 bmoves which are the costume objects at the start of the most recent livestream.

In addition, a situation is illustrated in (C) of FIG. 29 where the tapoperation on the recording icon 181 is performed on the motion displayscreen, and a sound such as “Thank you for coming to the live, B . . ..” is recorded by the player X. Note that “.” indicates a speech. Inaddition, although not illustrated in the drawing, a predeterminedbackground object is assumed to be arranged in a background of theavatar object 610. When the recording is ended, the switch icon 183changes to a playback icon for checking and playing the recordedindividual message. When the tap operation on the playback icon isperformed, by playing the recorded individual message and checking thecontent, the player can review on whether to reshoot or complete. Byperforming the tap operation on the next icon to complete the recordingfor the presented user, the player can shift to recording for the nextuser, or by performing the tap operation on the reshoot icon 182, theplayer can reshoot the recording.

A display example of the creation screen when the user A who has inputthe costume objects during the live stream is presented is illustratedin (D) of FIG. 29 . An icon corresponding to the user A as the userinformation, “user A” as a name of the user, and a ranking at the 17thare illustrated. In addition, as the number of remaining users, a stateof “42 people remaining” is indicated. In addition, as the transmissionhistory information, it is indicated that the last individual message istransmitted to the user A on “Jan. 10, 2021”. In addition, when the tapoperation on the transmission history icon 180 is performed, asillustrated in (E) of FIG. 29 , character strings of previouslytransmitted individual messages are displayed.

With reference to (D) of FIG. 29 again, a costume object image 190 inputby the user A is displayed as the live stream log information, and it isalso displayed that the user has given a “correct answer” in the quizheld as the game during the live stream, the user gave a stripedT-shirt, and the user gave a white skirt. In addition, by performing thetap operation on the switch icon 183 on the information display screen,as illustrated in (F) of FIG. 29 , an image is displayed in which theavatar object 610 moves in the already decided motion (note that this isa different motion from the motion illustrated in (C) of FIG. 29 ), andthe player (for example, the player X) can check the motion. Thecostumes of the avatar object 610 at the time of recording of anindividual message for a user who has input costume objects are costumesof the costume objects input by the user. Thus, in a case of the user A,the avatar object 610 associated with the costume objects which are thestriped T-shirt and the white skirt moves as illustrated in (F) of FIG.29 .

In addition, a situation is illustrated in (F) of FIG. 29 where the tapoperation on the recording icon 181 is performed on the motion displayscreen, and a sound such as “Thank you for the costumes, A. I like themso much . . . .” is recorded by the player X. In addition, although notillustrated in the drawing, a predetermined background object is assumedto be arranged in the background of the avatar object 610. After therecording, by performing the tap operation on the next icon to completethe recording for the presented user, the player can shift to recordingfor the next user, or by performing the tap operation on the reshooticon 182, the player can reshoot the recording. In this manner, one useris presented at a time, and the individual message for the presenteduser is recorded. The recorded individual message is transmitted to theuser terminal owned by the user at the destination. Note that therecorded individual messages exemplified in FIG. 29 are assumed to besimultaneously transmitted at 18:00 on Jan. 23, 2021.

FIG. 30 illustrates a display example of the display screen during aplayback part (an example of a second part) for playing the individualmessage in the user terminal. In the user terminal owned by the user A,by selecting the player X by the user A on a predetermined messagereception screen, a list of individual messages from the player Xexemplified in (A) of FIG. 30 is displayed. In (A) of FIG. 30 , anindividual message 191 dated Jan. 23, 2021, and an individual message192 dated Jan. 10, 2021, are displayed. When the user A performs a touchoperation on an individual message, the individual message on which thetouch operation has been performed is played.

A display example and a sound example when the touch operation isperformed to play the individual message 191 dated Jan. 23, 2021, areillustrated in (B) of FIG. 30 . In (B) of FIG. 30 , the content recordedin (F) of FIG. 29 is played. That is, the avatar object 610 associatedwith the costume objects which are the striped T-shirt and the whiteskirt input by the user A during the last live stream moves, and also asound such as “Thank you for the costumes, A. I like them so much.” isoutput.

Next, the individual message for the user B will be described. In theuser terminal owned by the user B, by selecting the player X by the userB on a predetermined message reception screen, a list of individualmessages from the player X exemplified in (C) of FIG. 30 is displayed.In (C) of FIG. 30 , an individual message 193 dated Jan. 23, 2021, anindividual message 194 dated Jan. 21, 2021, and an individual message195 dated Jan. 10, 2021, are displayed.

A display example and a sound example when the touch operation isperformed to play the individual message 193 dated Jan. 23, 2021, areillustrated in (D) of FIG. 30 . In (D) of FIG. 30 , the content recordedin (C) of FIG. 29 is played. That is, the avatar object 610 associatedwith the costume objects which are the solid-colored T-shirt and theshort pant input by the user A during the last live stream moves, andalso a sound such as “Thank you for coming to the live, B.” is output.

Note that although not illustrated in FIG. 30 , a predeterminedbackground object is assumed to be arranged in the background of theavatar object 610 similarly as in the time of the recording. Inaddition, during the playback of the individual message similarly as inthe time during the live stream or the like, it is possible to changethe position, the orientation, and the like of the virtual camera 620Baccording to the swipe operation, the pinching-in operation/pinching-outoperation, or the like on the touch screen 15 of the user terminal, andto switch the viewing mode to a corresponding mode by performing a touchoperation on the “AR” change icon or the “TV” change icon.

In addition, the individual messages include an individual message withprivilege. Along with playback of the individual message with privilege(for example, an item, an object, or the like that can be input), theprivilege is awarded to a user who has played the individual message.For example, an individual message which is to be distributed after theend of a special live stream becomes an individual message withprivilege. That is, an individual message with privilege is distributedaccording to a type of the first part. When an individual message to berecorded is an individual message with privilege, the player is torecord a sound which allows for the privilege to be awarded. Note that asetting on whether the individual message is with privilege is notlimited to this. For example, this setting may be decided by the playerat the time of recording (for example, whether the individual message iswith privilege is set for each user, or the like), or this setting maybe decided randomly or the like.

The individual message with privilege is displayed in a manner differentfrom that of a normal individual message without privilege in a list ofindividual messages, and for example, is displayed in a manner addedwith a heart mark 194 a as illustrated in (C) of FIG. 30 . FIG. 31illustrates a display example of the display screen during the playbackpart (an example of the second part) for playing an individual messagewith privilege in the user terminal. The user B can play and view theindividual message with privilege by performing the touch operation onthe individual message 194 dated Jan. 21, 2021. A display example and asound example when the individual message with privilege is played areillustrated in (B) of FIG. 31 and (C) of FIG. 31 .

As illustrated in (B) of FIG. 31 , at a predetermined timing after thestart of the playback, a box object with a heart mark is superimposedand displayed on the avatar object 610, and also a sound such as “Thankyou for supporting me as always. I'm going to send you an item. This isa present.” is output. Subsequently, as illustrated in (C) of FIG. 31 ,the box object is opened, and an item object (in (C) of FIG. 31 , powerdrink) is displayed. Below the objects, an icon to select whether theitem is accepted is displayed. When the touch operation is performed on“YES”, the item is successfully acquired. On the other hand, when thetouch operation is performed on “NO”, another item is presented and canbe acquired.

FIG. 32 is a flowchart illustrating an example of a flow of processingafter the end of the live stream part through the recording part in thedistribution terminal 400 until the playback part is performed in theuser terminal 100. In FIG. 32 , processing in the user terminal 100 isillustrated in a left column, processing in the server 200 isillustrated in a center column, and processing in the distributionterminal 400 is illustrated in a right column.

In step S81, processing for performing the live stream is performed.During the live stream, as illustrated in FIG. 28 , the costumes of theavatar object 610 can be varied by an input operation from the user. Instep S82, it is determined whether the live stream is ended. When it isdetermined that the live stream is ended, in step S83, the user list inthe ended live stream is transmitted to the distribution terminal 400owned by the player (performer) who has distributed the live stream.

In the distribution terminal 400, when the player starts the recordingpart (for example, by performing the touch operation on the recordingicon), individual message recording processing is performed. In stepS85, users are presented in a predetermined order based on the user listfrom the server 200, and also a motion for the presented user is decidedfrom among a plurality of types of motions. The recording screenillustrated in FIG. 29 is displayed based on a result of thisprocessing, and the processing for the recording which is described inFIG. 29 is performed. In step S86, whether the recording of theindividual message for the presented user is completed (with the touchoperation on the next icon, for example) is determined. In step S86,when it is determined that the recording of the individual message forthe presented user is completed, the recorded individual message istransmitted to the server 200. At this time, the distribution terminal400 generates individual message data including data for identifying theuser at the destination of the individual message, information foridentifying the player who has recorded the individual message, therecorded sound (message), the movement instruction data for identifyingthe motion, and the like, and transmits the individual message data tothe server 200. On the server 200 side, as illustrated in step S90, thereceived individual message (individual message data) is saved in apredetermined area.

In step S88 in the individual message recording processing, it isdetermined whether the number of remaining users for which individualmessages are to be recorded is zero. When the number of remaining usersis not zero, the flow shifts to step S85 to perform processing forrecording an individual message for the next user. On the other hand,when the remaining number of users is zero, the individual messagerecording processing is ended.

On the other hand, in the server 200, in step S91, at a predeterminedclock time (for example, 09:00, 18:00, or the like), individual messagessaved at the clock time are simultaneously transmitted to the userterminals 100 owned by corresponding users.

In the user terminal 100, when the playback part for displaying andplaying the message reception screen is started (for example, byperforming the touch operation on a message browse icon), a list ofindividual messages received in step S93 is displayed. A screenillustrated in FIG. 30 or the like is displayed based on a result ofthis processing, and processing for playing the individual message isperformed. When the touch operation is performed on the displayedindividual message, the corresponding individual message is played instep S94.

In step S95, it is determined whether the selected individual message isan individual message with privilege. When it is not determined that theselected individual message is an individual message with privilege, theindividual message is ended, and the flow shifts to step S93. On theother hand, when it is determined that the selected individual messageis an individual message with privilege, after the start of the playbackof the individual message, at a predetermined timing (at the time of thestart, upon a lapse of a predetermined period of time since the start,or the like), lottery drawing start information is transmitted to theserver 200. In response to this, in the server 200, as illustrated instep S96, a lottery drawing for the privilege to be awarded isperformed, and lottery drawing result information with which the decidedprivilege can be identified is transmitted to the user terminal 100 ofthe transmission source of the lottery drawing start information. Withthis configuration, on the user terminal 100 side, as illustrated instep S97, the user is notified of the decided privilege in theindividual message during the playback, and the privilege can be awardedto the user. With this configuration, the screen illustrated in FIG. 31is displayed. When the individual message with privilege is ended, theflow shifts to step S93.

Example of Action Effect

In the above described embodiment, since the speech of the sound of theavatar object 610 based on the movement instruction data, that is, thespeech content of the avatar object 610 in the individual message (thankyou moving picture) is different for each user, a joy of the user whenthe individual message is browsed becomes larger than before. Thus, theuser feels like to participate in the next game too to see anotherindividual message. As a result, it is possible to encourage thecontinuous participation in the game by the user. In addition, since thespeech content of the avatar object 610 in the individual messageincludes the username of the user, the content of the assistance or thelike provided to the avatar object 610 in the game by the user, and theacknowledgement of this assistance, the user feels that the speech is aspeech addressed to only oneself, and feels a great joy. In addition,the assistance to the avatar object 610 is an action which deserves anacknowledgement from the avatar object 610 for the user, and since thecontent of such an action is reflected in the speech content in theindividual message, it is possible to make the user feel the great joy.As a result, it is possible to encourage the continuous participation inthe game by the user.

Furthermore, as illustrated in FIG. 28 , the costume object associatedwith each of the upper body region and the lower body region of theavatar object 610 among a plurality of types of objects which may bedisplayed during the live stream is a variable object, and asillustrated in (B) of FIG. 30 , the costume object of the avatar object610 which may be displayed in the playback part for playing theindividual message is a varied costume object during the live stream.With this configuration, it is possible to arouse a special feeling anda premium feeling for the user, and as a result, a participationcommitment to a game such as a live stream can be improved.

As described with reference to FIG. 31 , the individual messages includean individual message with privilege. Along with playback of theindividual message with privilege, the privilege may be awarded to auser who is viewing the individual message. With this configuration, notonly the message is provided but also the privilege may be awarded tothe user, and it is therefore possible to further improve theparticipation commitment to the game such as the live stream.

In addition, as illustrated in steps S95 to S97 in FIG. 32 , theprivilege to be awarded is decided by the lottery drawing at apredetermined timing after the playback of the individual message withprivilege. In this manner, since the privilege to be awarded is decidedin real time, such an expectation on what privilege is to be awardedlasts until the end and can be improved.

The data for displaying the live stream or the like illustrated in FIG.28 includes the motion data which has been input by the player(performer) who plays the avatar object 610, but on the other hand, thedata for playing the individual message illustrated in FIG. 30 or thelike includes motion data randomly identified from among a plurality ofpredetermined types of motion data or the like. With this configuration,it is possible to further dramatize the live feeling during the livestream. When the player records an individual message, the player doesnot need to actually move to input a motion, and furthermore, time andeffort to select a motion can be saved. Thus, burden on the player canbe mitigated, and it is also possible to efficiently record (create) alarge number of messages.

Since the motion is decided randomly or the like, the motion dataincluded in the data of the individual messages becomes the motion datathat is different among the users. With this configuration, it ispossible to improve the special feeling and the premium feeling for theusers.

As illustrated in FIG. 28 and FIG. 30 , the costume object associatedwith the avatar object 610 among a plurality of types of objects whichmay be displayed during a live stream is variable according to an inputoperation from a user during a live stream viewed in a user terminalused by the user (user A). The costume object associated with the avatarobject 610 which may be displayed in the playback part of the individualmessage to the user A which may be distributed after the live stream isa costume object which is varied according to an input operation fromthe user A during the most recently performed live stream, and isdifferent from the costume object associated with the avatar object 610which may be displayed in the playback part of the individual messagedistributed to other users. With this configuration, while thesatisfaction from the variation of the costume object during the livestream is aroused, the satisfaction can be aroused again at the time ofplayback of the following individual message. As a result, themotivation to vary a costume object (to input a costume object) also inthe next live stream can be improved, and as a result, it is possible toenliven the live stream.

The live stream illustrated in FIG. 28 is content based on data that isinput by the performer who plays the avatar object 610 and that is datalive streamed in real time. With this configuration, it is possible toarouse a live feeling for the user, and amusement of the game can beimproved.

In the recording part on the distribution terminal 400 side, theperformer who plays the avatar object 610 records a sound spoken to eachof a plurality of users including the user A who inputs the costumeobject, and the movement instruction data including audio data withwhich the sound recorded for each of the plurality of users can beidentified and motion data with which the motion decided randomly or thelike can be identified is transmitted to the user terminal of each ofthe plurality of users. In addition, as illustrated in (B) of FIG. 29 ,(E) of FIG. 29 , and the like, the recorded sound is converted into acharacter string by speech recognition, and the character string isdisplayed as a transmission history of having been transmitted to theuser when a sound spoken to the presented user is to be recorded at thetime of the next recording part. With this configuration, the player canvisually check the content of the messages transmitted to the presenteduser in the past to be used as a consideration material and referencefor content to be recorded later (for example, so as not to mentionsimilar topics, so as to be able to mention a topic associated with thelast time, or the like).

As illustrated in steps S87, S90, and S91 in FIG. 32 , the data of therecorded individual messages is temporarily saved, and the individualmessages are simultaneously transmitted to the user terminalsrespectively used by a plurality of users at a predetermined clock time.With this configuration, a clock time at which the individual messagecan be received is set, so that expectation of the user for a deliveryof the individual message at the clock time can be increased, and it ispossible to improve the amusement.

Modified Examples

Modified examples and the like of the embodiments described above willbe listed below.

-   -   (1) In the above described embodiment, the example has been        described in which as illustrated in step S95 to step S97 in        FIG. 32 , the privilege to be awarded along with the playback of        the individual message with privilege is decided by the lottery        drawing in real time after the start of the playback. However, a        timing at which the privilege to be awarded is decided is not        limited to this, and for example, the privilege to be awarded        may be previously decided in a stage before the individual        message with privilege is played. For example, when an        individual message is saved in step S90, if the individual        message is with privilege, processing corresponding to step S96        may be performed to previously decide the privilege to be        awarded when the individual message with privilege is played.        With this configuration, processing load when the individual        message is played can be distributed over different timings and        can be mitigated.    -   (2) In the above described embodiment, the example has been        described in which the costume object associated with the avatar        object 610 displayed in the first part such as the live stream        is varied when the costume object is input according to the        input operation from the user. However, in addition to or        instead of this, the costume object associated with the avatar        object 610 may be varied each time a live stream is performed.

For example, when a live by the player X is streamed from 12:00 everyMonday, the costume object of the avatar object 610 performed by theplayer X may be varied each week. With this configuration, all the usersviewing the live stream by the player X can check that the costumeobject of the avatar object 610 is varied every week, and it is possibleto provide an interest to find out which costume object is to be wornthis week. The costume object in this case may be randomly decided tosave time and effort from the selection by the player. In addition, inthe above mentioned case, the costume object of the avatar object 610 inthe individual message distributed after the end of the live stream of acertain week may be a costume object planned to be associated with theavatar object 610 in a live stream of a next week. In this case, thecostume object of the avatar object 610 in the individual message forany user becomes the same. With this configuration, it is possible toprovide an advance notice on a next costume object by the individualmessage, and the motivation to view the next live stream can beincreased. Note that even in the above mentioned case, for example, whenthe costume object is varied due to an input of a costume objectaccording to an input operation from a user during a live stream of acertain week, the costume object of the avatar object 610 in theindividual message distributed to the user after the end of the livestream may be the costume object input by the user (may be the costumeobject different from that of other users).

In addition, the costume object of the avatar object 610 in theindividual message distributed after the end of the live stream of acertain week may be the costume object of the avatar object 610 in thelive stream which has ended. In this case too, the costume object of theavatar object 610 in the individual message for any user becomes thesame. Note that even in the above mentioned case, for example, when thecostume object is varied due to an input of a costume object accordingto an input operation from a user during a live stream of a certainweek, the costume object of the avatar object 610 in the individualmessage distributed to the user after the end of the live stream may bethe costume object input by the user (may be the costume objectdifferent from that of other users).

In addition, the example has been described in which the costume objectof the avatar object 610 displayed in the individual message may be thecostume object input by the user or may be the costume object in thelive stream, but is not limited to this. A costume object can beselected from among a plurality of types of costume objects by theplayer at the start of the recording part or the like, and a commoncostume object among a plurality of users may be set.

In addition, as a specific object a display manner of which may bevaried in the live stream or the like, the costume objects associatedwith the upper body region and the lower body region of the avatarobject 610 are exemplified, but the example is not limited to this. Asock object associated with a foot, a hat object associated with a headportion, an earring object associated with an earlobe, or the like mayalso be used. A further specific object may be an object different fromthe avatar object 610, and may be, for example, a background object(such as, for example, a painting object hanging on a wall or a stuffedtoy object that is a decoration), or the like.

-   -   (3) The example has been described in which individual messages        with speech content and motions which are different among users        can be received and played in the user terminals in the above        described embodiment, but in addition to this, a configuration        may be adopted where a common message with speech content and        motions of the avatar object 610 which are common among the        users can be received, and can be played at a timing at which a        playback operation is performed by the user. The common message        is transmitted from the server 200 at a timing at which a        predetermined condition is met according to a degree of progress        (such as a ranking) in the game, for example, and a message with        such content as to appreciate the meeting of the predetermined        condition is played. A predetermined condition in a next step is        newly set for a user who has met the predetermined condition. In        addition, in a case of a common message, similarly as in an        individual message with privilege, along with playback of the        common message, privilege may be awarded to a user who is        viewing the common message (user who has met the predetermined        condition). With this configuration, not only the message is        provided but also the privilege is awarded for the meeting of        the predetermined condition, so that the motivation to meet a        predetermined condition set in the next step can be improved.    -   (4) In the above described embodiment, the example has been        described in which by inputting a costume object according to an        input operation from a user, the costume object associated with        the avatar object 610 displayed in the first part such as the        live stream is varied in only the user terminal of the user, but        is not limited to this. The costume object of the avatar object        610 displayed in other user terminals may also be varied to the        input costume object. For example, when a special condition is        met such as a case where a special costume object (rare and        valuable costume object) among a plurality of types of costume        objects is input by a certain user, a manner may be adopted in        which the avatar object 610 in the user terminals of all the        users is associated with the special costume object to change        the costume. With this configuration, it is possible to arouse a        special feeling for all the users who are viewing the live        stream, and the live stream can be enlivened.    -   (5) In the above described embodiment, as illustrated in FIG. 29        , when the screen is switched to the information display screen,        the motion of the avatar object 610 cannot be checked, but the        configuration is not limited to this. Even on the information        display screen, the motion display screen with a decreased        transmittance, for example, may be displayed on a layer with a        lower priority than a layer for displaying the information        display screen. With this configuration, while the information        display screen is checked, the motion display screen can also be        checked, so that the convenience of the player can be improved.    -   (6) In the above described embodiment, the example has been        described in which privilege is awarded along with playback of        an individual message with privilege among individual messages,        but is not limited to this, and all individual messages to be        distributed after the end of the live stream may be set as        individual messages with privilege. With this configuration, the        participation commitment to the first part such as the live        stream can be improved.    -   (7) The example has been described in which since the motion is        decided randomly or the like, the motion data included in the        data of the individual messages in the above described        embodiment becomes the motion data that is different among the        users. However, the motion of the avatar object 610 in the        individual messages may be set as a common motion regardless of        users, and the motion data included in the data of the        individual messages may be set as motion data that is common        among the users.    -   (8) In the above described embodiment, the example has been        described in which individual messages with different speech        content among the users are transmitted, but is not limited to        this as long as an individual message with speech content        different from that of a first user is transmitted to another        user (second user). A case may also occur where an individual        message with the same speech content as that of the first user        is transmitted to another user (third user). In addition, the        example has been described in which the individual message is        transmitted for each user, but is not limited to this. For        example, when users belong to any of a plurality of teams and a        predetermined game is performed on a team-by-team basis, an        individual message is transmitted for each team, and speech        content may be different for each team. In this case, an        individual message with the same speech content is transmitted        to users belonging to a same team.    -   (9) In the above described embodiment, the live stream part has        been exemplified as the first part, but the first part is not        limited to this as long as the content is common among a        plurality of users. For example, content of the live game        illustrated in FIG. 11 may be used, and content for the users to        view a situation in which the avatar object 610 sings live may        be used. In addition, the first part is not limited to a part to        be distributed in real time, and content for playing a        previously recorded part may be used.    -   (10) In the above described embodiment, a video in which the        avatar object 610 is moving is displayed on the display unit 152        based on the movement instruction data distributed by real-time        rendering. However, the video may be displayed based on        360-degree moving picture data or the like to be distributed by        a moving picture distribution system, for example. In addition,        in a case of the 360-degree moving picture data, an image may be        displayed from a perspective to be controlled according to a        viewing mode.

Supplementary Notes

Supplementary notes of the items described in the above respectiveembodiments will be mentioned below.

(Supplementary Note 1):

According to an aspect of an embodiment illustrated in the presentdisclosure, there is provided a program which causes a first computerused by a first user to execute a game in which a plurality of usersincluding the first user participates, the program causing the firstcomputer to execute: in a first part (for example, a live stream part),displaying, based on first data, a video in a virtual space where aplurality of types of objects including a character object which movesis arranged, the first data being data that is received from outside andthat is common among a plurality of computers used by the plurality ofusers; and in a second part (for example, a playback part), displaying,based on second data received from outside, a video including at leastthe character object among the plurality of types of objects, in whichthe second data is data which includes information for causing thecharacter object to at least speak for a speech and which is transmittedfrom outside to any one or more computers including the first computeramong the plurality of computers used by the plurality of users, andwhose content of the speech is different from that of data transmittedto a second computer used by at least a second user among the pluralityof computers (for example, FIG. 29 ), a specific object among aplurality of types of objects which can be displayed in the first partis an object whose display manner is variable (for example, FIG. 28 ),and a display manner of the specific object which can be displayed inthe second part is a display manner of the specific object which isvaried in the first part (for example, FIG. 30 ).

(Supplementary Note 2):

In (Supplementary note 1), the specific object is an object associatedwith a specific region of the character object.

(Supplementary Note 3):

In (Supplementary note 1) or (Supplementary note 2), along with thedisplaying of the video including the character object in the secondpart, the first computer is caused to execute awarding privilege to auser who is viewing the second part.

(Supplementary Note 4):

In (Supplementary note 3), the privilege to be awarded is decided at apredetermined timing after the second part is started.

(Supplementary Note 5):

In (Supplementary note 3), the privilege to be awarded is previouslydecided before the second part is started.

(Supplementary Note 6):

In any of (Supplementary note 1) to (Supplementary note 5), the firstdata includes motion data that is input by a performer who plays thecharacter object, and the second data includes motion data that israndomly identified from among a plurality of predetermined types ofmotion data.

(Supplementary Note 7):

In (Supplementary note 6), motion data included in second datatransmitted to the first computer is different from motion data includedin second data transmitted to the second computer.

(Supplementary Note 8):

In any of (Supplementary note 1) to (Supplementary note 7), a displaymanner of a specific object which can be displayed in the first part isvariable each time the first part is performed, and a display manner ofa specific object which can be displayed in the second part in the firstcomputer is a display manner of a specific object in a first part to beperformed next time and which is, sometimes, the same as that of aspecific object which can be displayed in a second part in the secondcomputer.

(Supplementary Note 9):

In any of (Supplementary note 1) to (Supplementary note 8), a displaymanner of a specific object which can be displayed in the first part isvariable according to an input operation from a user during a first partin a computer used by the user, and a display manner of a specificobject which can be displayed in the second part in the first computeris a display manner which is varied according to an input operation froma first user during a most recently performed first part and which is,sometimes, different from that of a specific object which can bedisplayed in a second part in the second computer.

(Supplementary Note 10):

In any of (Supplementary note 1) to (Supplementary note 9), the firstdata includes data that is input by a performer who plays the characterobject and that is data live streamed in real time, and the first partincludes content based on first data live streamed in real time.

(Supplementary Note 11):

In any of (Supplementary note 1) to (Supplementary note 10), the firstcomputer is caused to execute displaying, at a timing in accordance withan input operation from a user, a predetermined video based on data thatis received from outside at a predetermined timing and that is commonamong the plurality of computers used by the plurality of users, and iscaused to execute awarding privilege.

(Supplementary Note 12):

There is provided a program for an information processing apparatuswhich transmits data to a computer which is caused to execute theprogram according to any of (Supplementary note 1) to (Supplementarynote 11), the program causing the information processing apparatus toexecute: in a third part, recording a sound spoken to each of aplurality of users including the first user by a performer who plays thecharacter object; outputting data including audio information with whicha sound recorded for the first user in the recording can be identified,to be transmitted to the first computer as the second data; andconverting the sound recorded for the first user in the recording into aletter, and displaying the letter when a sound spoken to the first useris recorded in a new third part such that the performer can visuallyrecognize the letter.

(Supplementary Note 13):

In (Supplementary note 12), in the outputting, second data includingaudio information recorded for each of a plurality of users in therecording is stored, and is output to a computer used by each of theplurality of users at a predetermined timing for simultaneoustransmission.

(Supplementary Note 14):

According to an aspect of an embodiment illustrated in the presentdisclosure, there is provided a method of causing a first computer usedby a first user to execute a program for executing a game in which aplurality of users including the first user participates, the methodincluding: in a first part (for example, a live stream part),displaying, based on first data, a video in a virtual space where aplurality of types of objects including a character object which movesis arranged, the first data being data that is received from outside andthat is common among a plurality of computers used by the plurality ofusers; and in a second part (for example, a playback part), displaying,based on second data received from outside, a video including at leastthe character object among the plurality of types of objects, in whichthe second data is data which includes information for causing thecharacter object to at least speak for a speech and which is transmittedfrom outside to any one or more computers including the first computeramong the plurality of computers used by the plurality of users, andwhose content of the speech is different from that of data transmittedto a second computer used by at least a second user among the pluralityof computers (for example, FIG. 29 ), a specific object among aplurality of types of objects which can be displayed in the first partis an object whose display manner is variable (for example, FIG. 28 ),and a display manner of the specific object which can be displayed inthe second part is a display manner of the specific object which isvaried in the first part (for example, FIG. 30 ).

(Supplementary Note 15):

According to an aspect of an embodiment illustrated in the presentdisclosure, there is provided an information processing apparatus whichis used by a first user and which executes a game in which a pluralityof users including the first user participates, the informationprocessing apparatus including: a storage unit which stores a programfor causing the information processing apparatus to execute the game;and a control unit which controls an operation of the informationprocessing apparatus by executing the program, in which the control unitexecutes: in a first part (for example, a live stream part), displaying,based on first data, a video in a virtual space where a plurality oftypes of objects including a character object which moves is arranged,the first data being data that is received from outside and that iscommon among a plurality of information processing apparatuses used bythe plurality of users; and in a second part (for example, a playbackpart), displaying, based on second data received from outside, a videoincluding at least the character object among the plurality of types ofobjects, the second data is data which includes information for causingthe character object to at least speak for a speech and which istransmitted from outside to any one or more information processingapparatuses including an information processing apparatus used by thefirst user among the plurality of information processing apparatusesused by the plurality of users, and whose content of the speech isdifferent from that of data transmitted to an information processingapparatus used by at least a second user among the plurality ofinformation processing apparatuses (for example, FIG. 29 ), a specificobject among a plurality of types of objects which can be displayed inthe first part is an object whose display manner is variable (forexample, FIG. 28 ), and a display manner of the specific object whichcan be displayed in the second part is a display manner of the specificobject which is varied in the first part (for example, FIG. 30 ).

Implementation Examples by Software

Control blocks (in particular, the control units 110, 210, 310, and 410)of the user terminal 100, the server 200, the game play terminal 300(HMD set 1000), and the distribution terminal 400 may be realized by alogic circuit (hardware) formed by an integrated circuit (IC chip) orthe like, or may be realized by software.

In a case of the latter, the user terminal 100, the server 200, the gameplay terminal 300 (HMD set 1000), and the distribution terminal 400 areeach provided with a computer which executes a command of a program thatis software which realizes each function. This computer includes, forexample, one or more processors, and also includes a computer readablerecording medium storing the program. Then, in the computer, when theprocessor reads the program from the recording medium to execute theprogram, so that an aim of the present invention is accomplished. Forexample, a central processing unit (CPU) can be used as the processor. A“non-transitory tangible medium” such as, for example, in addition to aread only memory (ROM) or the like, a tape, a disk, a card, asemiconductor memory, a programmable logic circuit, or the like can beused as the recording medium. In addition, a random access memory (RAM)or the like configured to develop the program may further be provided.In addition, the program may be supplied to the computer via anytransmission medium (such as a communication network or broadcast waves)with which the program can be transmitted. Note that an aspect of thepresent invention may be achieved in a form of a data signal embedded ina carrier wave which is realized when the program is realized byelectronic transmission.

The present invention is not limited to each of the above describedembodiments, and various alterations can be made within a scope ofclaims. Embodiments obtained by appropriately combining technical meansrespectively disclosed in different embodiments are also included in thetechnical scope of the present invention.

EXPLANATION OF REFERENCES

1: system; 2: network; 3, 3A, 3B: user (first user); 4: player(performer); 10, 20, 30, 40: processor; 11, 21, 31, 41: memory; 12, 22,32, 42: storage; 13, 23, 33, 43: communication IF; 14, 24, 34, 44: inputand output IF; 15, 45: touch screen; 17: camera; 18: ranging sensor; 51:monitor; 52: gaze sensor; 53: first camera; 54: second camera; 55:microphone; 56: speaker; 100, 100A, 100B, 100C: user terminal (computer,first computer, first information processing apparatus); 110, 210, 310,410: control unit (first control unit, second control unit); 111, 311,413: operation acceptance unit; 112, 312, 412: display control unit;113, 313: UI control unit; 114, 314: animation generation unit; 115,315: game progress unit; 116, 316: virtual space control unit; 117:moving picture playback unit; 120, 220, 320, 420: storage unit (firststorage unit, second storage unit); 131, 231, 331: game program(program, first program); 132, 232, 332: game information; 133, 233,333: user information; 151, 451: input unit; 152, 452: display unit(display); 200: server; 211: communication mediation unit; 212: loggeneration unit; 213: list generation unit; 234, 421: user list; 300:game play terminal (external device, second external device); 317:reaction processing unit; 400: distribution terminal (outside, firstexternal device, computer, second information processing apparatus);411: communication control unit; 414: sound acceptance unit; 415: motionidentification unit; 416: movement instruction data generation unit;422: motion list; 423: distribution program (program, second program);540, 1020, 1021: controller; 500: HMD; 510: HMD sensor; 520: motionsensor; 530: display; 600A, 600B: virtual space; 610: avatar object(character); 620A, 620B: virtual camera; 631, 632, 633, 634: object;640A, 640B: field of view area; 650, 660: field of view image; 671:enemy object; 672, 673: obstacle object; 674: dramatization object; 691,692: speech; 701, 702, 703A, 70B, 704A, 704B, 705, 706, 711, 711A, 711B,711C, 711D, 722, 723, 745, 745A, 745B, 745C, 752, 762, 763, 930, 2011,2022, 2031, 2032, 2033, 2034, 2037, 2038, 2051, 2063, 2072, 2073, 2075:UI image (message UI, UI); 721: download screen; 731: user list screen(list); 732, 732A, 732B, 732C, 742, 742A, 742B, 742C: record image; 733,733A, 733B, 733C: username; 734, 734A, 734B, 734C: tag information; 735,735A, 735B, 735C: icon; 741: motion list screen (choice); 743, 743A,743B, 743C: motion name; 744, 744A, 744B, 744C, 753: motion image; 751:distribution screen; 761: distribution completion screen; 810A, 810B:motion moving picture; 820A, 820B: speech sound; 910A, 910B: movingpicture; 920A, 920B: sound; 1000: HMD set; 1010: object; 1030: storagemedium.

What is claimed is:
 1. A storage medium storing a program which causes afirst computer used by a first user to execute a game in which aplurality of users including the first user participates, the programcausing the first computer to execute: in a first part, displaying,based on first data, a video in a virtual space where a plurality oftypes of objects including a character object which moves is arranged,the first data being data that is received from outside and that iscommon among a plurality of computers used by the plurality of users;and in a second part, displaying, based on second data received fromoutside, a video including at least the character object among theplurality of types of objects, wherein the second data is data whichincludes information for causing the character object to at least speakfor a speech and which is transmitted from outside to any one or morecomputers including the first computer among the plurality of computersused by the plurality of users, and whose content of the speech isdifferent from that of data transmitted to a second computer used by atleast a second user among the plurality of computers, a specific objectamong a plurality of types of objects which can be displayed in thefirst part is an object whose display manner is variable, and a displaymanner of the specific object which can be displayed in the second partis a display manner of the specific object which is varied in the firstpart.
 2. The storage medium according to claim 1, wherein the specificobject is an object associated with a specific region of the characterobject.
 3. The storage medium according to claim 1, wherein the programcauses, along with the displaying of the video including the characterobject in the second part, the first computer to execute awardingprivilege to a user who is viewing the second part.
 4. The storagemedium according to claim 2, wherein the program causes, along with thedisplaying of the video including the character object in the secondpart, the first computer to execute awarding privilege to a user who isviewing the second part.
 5. The storage medium according to claim 3,wherein the privilege to be awarded is decided at a predetermined timingafter the second part is started.
 6. The storage medium according toclaim 3, wherein the privilege to be awarded is previously decidedbefore the second part is started.
 7. The storage medium according toclaim 1, wherein the first data includes motion data that is input by aperformer who plays the character object, and the second data includesmotion data that is randomly identified from among a plurality ofpredetermined types of motion data.
 8. The storage medium according toclaim 2, wherein the first data includes motion data that is input by aperformer who plays the character object, and the second data includesmotion data that is randomly identified from among a plurality ofpredetermined types of motion data.
 9. The storage medium according toclaim 7, wherein motion data included in second data transmitted to thefirst computer is different from motion data included in second datatransmitted to the second computer.
 10. The storage medium according toclaim 1, wherein a display manner of a specific object which can bedisplayed in the first part is variable each time the first part isperformed, and a display manner of a specific object which can bedisplayed in the second part in the first computer is a display mannerwhich is of a specific object in a first part to be performed next timeand which is, sometimes, the same as that of a specific object which canbe displayed in the second part in the second computer.
 11. The storagemedium according to claim 2, wherein a display manner of a specificobject which can be displayed in the first part is variable each timethe first part is performed, and a display manner of a specific objectwhich can be displayed in the second part in the first computer is adisplay manner which is of a specific object in a first part to beperformed next time and which is, sometimes, the same as that of aspecific object which can be displayed in the second part in the secondcomputer.
 12. The storage medium according to claim 1, wherein a displaymanner of a specific object which can be displayed in the first part isvariable according to an input operation from a user during a first partin a computer used by the user, and a display manner of a specificobject which can be displayed in the second part in the first computeris a display manner which is varied according to an input operation froma first user during a most recently performed first part and which is,sometimes, different from that of a specific object which can bedisplayed in the second part in the second computer.
 13. The storagemedium according to claim 2, wherein a display manner of a specificobject which can be displayed in the first part is variable according toan input operation from a user during a first part in a computer used bythe user, and a display manner of a specific object which can bedisplayed in the second part in the first computer is a display mannerwhich is varied according to an input operation from a first user duringa most recently performed first part and which is, sometimes, differentfrom that of a specific object which can be displayed in the second partin the second computer.
 14. The storage medium according to claim 1,wherein the first data includes data that is input by a performer whoplays the character object and that is live streamed in real time, andthe first part includes content based on first data live streamed inreal time.
 15. The storage medium according to claim 2, wherein thefirst data includes data that is input by a performer who plays thecharacter object and that is live streamed in real time, and the firstpart includes content based on first data live streamed in real time.16. The storage medium according to claim 1, wherein the program causesthe first computer to execute displaying, at a timing in accordance withan input operation from a user, a predetermined video based on data thatis received from outside at a predetermined timing and that is commonamong the plurality of computers used by the plurality of users, andawarding privilege.
 17. A storage medium storing a program for aninformation processing apparatus which transmits data to a computerwhich is caused to execute the program stored in the storage mediumaccording to claim 1, the program causing the information processingapparatus to execute: in a third part, recording a sound spoken to eachof a plurality of users including the first user by a performer whoplays the character object; outputting data including audio informationwith which a sound recorded for the first user in the recording can beidentified, to be transmitted to the first computer as the second data;and converting the sound recorded for the first user in the recordinginto a letter, and displaying the letter when a sound spoken to thefirst user is recorded in a new third part such that the performer canvisually recognize the letter.
 18. The storage medium according to claim17, wherein in the outputting, second data including audio informationrecorded for each of a plurality of users in the recording is stored,and is output to a computer used by each of the plurality of users at apredetermined timing for simultaneous transmission.
 19. A method ofcausing a first computer used by a first user to execute a program forexecuting a game in which a plurality of users including the first userparticipates, the method comprising: in a first part, displaying, basedon first data, a video in a virtual space where a plurality of types ofobjects including a character object which moves is arranged, the firstdata being data that is received from outside and that is common among aplurality of computers used by the plurality of users; and in a secondpart, displaying, based on second data received from outside, a videoincluding at least the character object among the plurality of types ofobjects, wherein the second data is data which includes information forcausing the character object to at least speak for a speech and which istransmitted from outside to any one or more computers including thefirst computer among the plurality of computers used by the plurality ofusers, and whose content of the speech is different from that of datatransmitted to a second computer used by at least a second user amongthe plurality of computers, a specific object among a plurality of typesof objects which can be displayed in the first part is an object whosedisplay manner is variable, and a display manner of the specific objectwhich can be displayed in the second part is a display manner of thespecific object which is varied in the first part.
 20. An informationprocessing apparatus which is used by a first user and which executes agame in which a plurality of users including the first userparticipates, the information processing apparatus comprising: a storageunit which stores a program for causing the information processingapparatus to execute the game; and a control unit which controls anoperation of the information processing apparatus by executing theprogram, wherein the control unit executes: in a first part, displaying,based on first data, a video in a virtual space where a plurality oftypes of objects including a character object which moves is arranged,the first data being data that is received from outside and that iscommon among a plurality of information processing apparatuses used bythe plurality of users; and in a second part, displaying, based onsecond data received from outside, a video including at least thecharacter object among the plurality of types of objects, the seconddata is data which includes information for causing the character objectto at least speak for a speech and which is transmitted from outside toany one or more information processing apparatuses including aninformation processing apparatus used by the first user among theplurality of information processing apparatuses used by the plurality ofusers, and whose content of the speech is different from that of datatransmitted to an information processing apparatus used by at least asecond user among the plurality of information processing apparatuses, aspecific object among a plurality of types of objects which can bedisplayed in the first part is an object whose display manner isvariable, and a display manner of the specific object which can bedisplayed in the second part is a display manner of the specific objectwhich is varied in the first part.